Unity-Technologies / EditorXR

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SpatialMenu (core) #497

Closed dunity closed 5 years ago

dunity commented 6 years ago

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

AndrewTHEManeri commented 6 years ago

I like the general approach - it feels very much like the VR equivalent of ALT-Tabbing through the menus.

AndrewTHEManeri commented 6 years ago

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')

AndrewTHEManeri commented 6 years ago

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