World Canvas

+3 votes
asked Mar 30, 2016 in Issue by Brian
Hello,

I am working on a UI system to be use within a VR experience.  I would love to use this UI system, however because its VR, I am forced to use the "World Canvas".  In short everything works great except for the ripple.  I have messed with the setting, and scale but with no luck.  The issue seems to have something to do with the scale of the canvas in world space.  If I keep the scale to 1 everything works fine, however in order to even see a button at this scale, I have to move it to at least 500 units away.  

I was not sure of this is an issue or a feature request, but it would be awesome if there was a way to make this sweet UI system work on a World Canvas.

thanks

2 Answers

+1 vote
answered May 2, 2016 by admin (31,720 points)
selected Aug 22, 2016 by admin
 
Best answer
Hi again,

I believe I've fixed the issue, there were a few problems with the ripple code that calculated the position that was touched, among other things. The fix will be present in v1.1.3 (which we're submitting within the next few hours!).

I tested it with a few different setups, but it seemed to work well with the canvas about 5-10m away from the camera, scaled at about 0.01 (I used a width/height of 1280x720, but you can obviously change this to whatever you need to fit the UI stuff). A CanvasScaler with a dynamic pixels-per-unit of 1.3-1.7 and reference pixels-per-unit of 100 makes things look a tad crisper, too.

Please do note that a lot of the elements (such as MaterialDropdowns and TabViews)  still don't work with world space canvas (so they aren't really VR ready yet), but before our next large update (v1.2.0) I'll go through every component and make everything as compatible as possible :)

~ Declan.
0 votes
answered Apr 4, 2016 by admin (31,720 points)
Hey there,

This is definitely an issue, one that I vaguely remember having and fixing very early on in mUI's development - if only I remembered how! :/

 I've added it to our issue list and will take a look at it before we release our next version :)

~ Declan.
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