I’m not sure if posting a thread is the right way to go about this, but I couldn’t find a lot of information on World Space rendering with the UIToolkit.
Is this a feature that will be implemented eventually? If so, is there a rough idea of when it could be available?
World space rendering will be implemented at some point. But they first want to set a solid base for the overlay UI first. I have asked this same question before:
There’s no real estimate when it will be available. Frustrating, but if you really need worldspace UI like I do, you’re bound to using UGUI for now. I don’t expect it anytime soon as they’re still quite busy implementing / improving the core features.
In the meantime you can also emulate 3D UI to some extent, by using render textures.
@AlexandreT-unity : Is there a way to register pointer interaction with that render texture?or would you need to mimic the input over ugui buttons? If you have any ressources/documentation on that I would be very grateful
We have samples available from the package manager. You can add them here (click Import):
Then go in this menu to add them to a scene:
It should look like this:
Thanks for the help, I really appreciate all the info. I guess I’ll stick with UGUI for now.
I can’t find those samples. I presume that you can’t really instance these things seperately in world space? Like using Panel Settings as a template and have the uxml rendered in multiple places, each with it’s own instance? In the video above, it’s rendering the effect of hovering/clicking in both the cyclinder and the square, while I’m looking for a way to have the multiple instances decoupled from each other. (Health bars in 3d space with 3d rotation, paralax, perspective, etc, instead of the traditional health bar implimentation where all bars are rendered in overlay mode) Sorry if I’m not asking this well!
These sample were present in the package for old version of Unity.
The samples used the UV of the mesh to resolve the location of the click, so if you modify/create your own custom uv you could split the ui in smaller parts to be rendered on each individual objects.
Yes you can. Yecats did some tutorial on this: https://discussions.unity.com/t/838625
You can make everything on the same uiDocument, or use multiple UI document using the same panelSettings. Having multiples panelSettings will definetly affect negatively the performance, but as long as you are using the same there is no overhead.
With this method, you could change the position/scale/2dRotation of the elements, but you are right that we do not support 3d rotation yet.
Don’t hesitate to ask your questions here or to start a new thread with this as there is a lot we could discuss on the topic