Open epicEaston197 opened 1 month ago
Is there anything specifically wrong / undesirable with it being positioned there, @epicEaston197?
All of the information seems to be entirely legible- so it seems like a fine position for it to be to me.
Seeking input from @ProbablePrime who had recently helped fix the positioning of it from a recent bug.
Is there anything specifically wrong / undesirable with it being positioned there, @epicEaston197?
Due to the Resonite logo being on the left side of the loading indicator and the UI for the world name and loading progress being more right leaning I feel like it would look better if it was at the bottom left I've modified my loading indicator personally to have the loading indicator be at the bottom left Sorry this Image should have been attached to the Screenshots section
Also in VR the loading indicator is positioned at the bottom left of the general interface so I feel like in desktop it should be In a similar position to VR
Preferably the position would be configurable but that's fit for a separate issue
I actually wanted to make a ticket about this as well. I feel this makes it harder to read, and also looks somewhat unaesthetic.
Additionally it also feels much more "in the way" than the old placement.
As far as I can tell the "to the left" positioning was a bug.
I can tweak the values again, but the middle is more ideal for conveying what's going on.
I mean, this is very subjective, but I feel it was much easier to read the information, especially on long names, when it was left aligned. With it now being right in my face I'm also frequently just deleting the thing with a userspace inspector because it's annoying me in worlds that take long to load.
I understand, I just dont want to keep moving it around each update, so let's figure out what we can do.
For context:
I remember, The old height offset, felt more like a museum placard in terms of height rather than a sign on a wall. I think I enjoyed that height more too.
What is that vector relative to? I'm not sure how the old positioining works, but I would have assumed a fixed offset probably isn't ideal considering different headsets have different FOVs, or is that a non-issue?
Its relative to the center of your viewpoint.
All right, I'll log into the game in a bit and play with it to see what works and what doesn't.
Okay unfortunately I cannot help with this, every time I try to do screen space math Resonite throws a Unity crash at me. My general idea would have been instead of anchoring it to the center of the screen, anchoring it to the bottom left corner of the screen with an offset, at least for desktop mode. That does seem to look pretty good from my experiments with it.
For VR it's probably similar, my main concern there is how it would look with headsets that have different FOVs, so I wanted to try and define the position in relation to the FOV. Another good argument for putting it in the corner instead of the center is that right now, the text gets cut off by the window if the session name is very long. By putting it into the corner you can use more of the screen's real estate.
(That said I'm not even sure how you could determine the effective FOV users have in their headset, I at least don't think there is a node for it.)
For VR it's probably similar, my main concern there is how it would look with headsets that have different FOVs, so I wanted to try and define the position in relation to the FOV. Another good argument for putting it in the corner instead of the center is that right now, the text gets cut off by the window if the session name is very long. By putting it into the corner you can use more of the screen's real estate.
We can't really know what a user's effective / actual FOV is - for example- I have amblyopia and my right eye is blurrier / dimmer than my left- for accessibility it'd be ideal to ensure it's positioned such that it's fully legible from either eye- to that end- having the text centred makes a lot more sense.
If the concern is mostly about longer session names, it'd probably be better to modify the indicator to ensure the text is centred / clamps at a max size / truncates the world name if too long.
We can't really know what a user's effective / actual FOV is - for example- I have amblyopia and my right eye is blurrier / dimmer than my left- for accessibility it'd be ideal to ensure it's positioned such that it's fully legible from either eye- to that end- having the text centred makes a lot more sense.
Why is VR even being discussed here? This issue is referring to the loading indicator and its relation to desktop mode the loading indicator in vr can stay exactly where it is
The indicator spawns at the same spot for VR and Desktop, Middle of the view point.
So both sides are relevant to the discussion.
I feel like what should be centered in that case should be the text itself and not the whole indicator. The animated icon should be anchored to the text and not be part of the calculations for centering the indicator. I noticed this in VR where the loading indicator text was off to the right side because the animation was part of what was center aligned.
I honestly find the old position better for the entire indicator, the [-0.6f, -0.75f, 1.5f] position It gives the loading indicator more space for longer world names and other things, and honestly makes it feel better as it's now in the way of things in-front of me while loading a world.
I feel like what should be centered in that case should be the text itself and not the whole indicator
I agree- in its current position, the text actually runs out of the sweetspot of my headset and starts to get blurry.
That I'm more willing to try. I'll adjust it to the very center of the display is in the very center. I will also move it backwards to its older Z position.
I'm working on some updates that will allow you to easily edit this offset if you want. Itll also make things more powerful for those who want to fully customize the indicator.
I'm adding the position offset to the EntityInterface, which means you can edit that and then save and favorite it. and overwrite your loading indicator.
It also lets me test the positions more easily, so:
Yooooooooooo This solution is perfect thanks a lot Prime
Will pick this up now I'm back from vacation.
Describe the bug?
Before the locomotion animation update the loading indicator was around the bottom left of the screen and with the recent update to fix the loading indicator it's now in the middle
To Reproduce
Open Resonite observe that the Loading indicator is in the middle
Expected behavior
I expect the loading indicator to be at the bottom left of the screen because of how the Loading indicator is represented it feels like it would be better on the left side than in the middle
Screenshots
Existing behavior
My personal loading indicator
Resonite Version Number
Beta 2024.9.12.772
What Platforms does this occur on?
Windows
What headset if any do you use?
Desktop
Log Files
EPICEASTON197 - 2024.9.12.772 - 2024-09-12 12_09_13.log
Additional Context
I wanted to make this issue as a tweak request but it seems like that doesn't exist for some reason and this also doesn't fit your request soooo
Reporters
@epicEaston197