From the course: Unity: Building VR User Interfaces
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A true UI paradigm shift - Unity Tutorial
From the course: Unity: Building VR User Interfaces
A true UI paradigm shift
- [Instructor] All right, we've learned a whole bunch of stuff so let's take stock. What have we learned? We've learned how pixel data is getting to our eyes. We also learned how much pixel data we have to work with and where it is. We've also learned how to take our existing UI paradigms and use them in VR, such as text boxes, panels, et cetera. Along with that we've learned how to use existing input paradigms like mouse and convert it into a VR form with our reticle and click on buttons. And we've also touched on the distance-independent millimeter scheme as a pixel to unit tool to help with workflow. And yes, it's been pretty basic but these foundations are very good. So let's take a step back. To me, good UI is about communicating information efficiently to the user and allowing them to act on it intuitively. So it's about communication and tools. So let's take a look at the history of communication and…
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Contents
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A true UI paradigm shift3m 20s
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Setting up a palette6m 36s
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Adding buttons to your palette5m 50s
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Finishing up laying out the palette4m 30s
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Adding visual fidelity functionality3m 57s
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Sampling and antialiasing4m 6s
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Haptic feedback3m 26s
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