Closed dunity closed 5 years ago
I like the general approach - it feels very much like the VR equivalent of ALT-Tabbing through the menus.
Here's some behaviour: Hand A brings up the spatial menu Hand B uses raycasting to choose a tool in the menu The tool appears on Hand A, but in this case I think it would be more natural to show up on Hand B. (Whatever hand is doing the 'final selection')
Using the Polygon ADVENTURE scene, the spatial menu overlay seems to have z-fighting issues with the water. Not sure if/when it needs addressing. Probably just a render queue thing
This PR adds a new type of menu system, named the "SpatialMenu", to EditorXR. It is built upon a new EditorXR design pattern termed "SpatialUI". The SpatialMenu represents a core initial implementation of SpatialUI based design/engineering/visuals in EditorXR.
Testing of this functionality should be performed in this same branch : features/dylanu/spatialmenu-core
The SpatialInputModule, as well as the more complex spatial navigation functionality resides mostly in features/dylanu/spatialui-master. Basic spatial scrolling, rotation based navigation, amongst other modes of supported input (in that branch), are being prepared for PR's to follow this one. There were design & engineering conflicts with some of these input modes, with relation to the new thumbstick/trackpad input mode, that were pushing the time needed to PR this beyond today, so they were cut, left in spatialui-master for now, in order to get a solid version of the core architecture merged to development before additional work was performed to reconcile those input modes with the new trackpad/thumbstick rotation/selection mode.
Additional PR description details will be added later