From the course: Unity: Building VR User Interfaces
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Occlusion strategy - Unity Tutorial
From the course: Unity: Building VR User Interfaces
Occlusion strategy
- [Instructor] All right, now we've had a chance to take a look at our UI in VR at multiple depths, we would have noticed a couple of things. First off, the further away the UI was from the user, the easier it was to read. Conversely, the closer it came to the user, the harder it was to focus. And it started to feel evasive and claustrophobic when it came up really close. This is not a useless thing, though. Urgency comes with proximity. Therefore, if we have something that we want to urgently convey to our user, this proximity tool could be useful. The next thing we would have noticed is that our UI was clipping with the geometry in the real world. This is also not optimal. So what we're going to do is change how we render our UI using a sorting layer, ensuring that it's always rendering on top of the world. This method is not a catch-all, we'll need to be changing some materials to transparent,…
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