UI prototyping in Unity (Sprint2)

Over the past couple of weeks, I have been learning Oculus Unity Integration V37.0  and C# in Unity to help me prototype XR hand interaction experiences.


I own an Oculus Quest 2 headset, so naturally, I started with this device. 


The Oculus integration provides a sample scene for each hand interaction (e.g. poke, grab, ray casting, pose). In each scene, there are standard UI elements that can be customized based on your design.


My goal is to create a simple interaction where users can turn a mid-distance (2m) 3d carousel by scrolling a horizontal bar with their hands.  The MVP of this prototype is to make sure this interaction subset works.

I quickly created a horizontal hand scrollbar and a 3D ray casting menu carousel based on Oculus’ existing UI setup and wrote a simple C# script that connects the scrollbar to the carousel. 


The next sprint would be focused around fine-tuning this interaction and populate my UI design from Photoshop to Oculus.




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VR prototyping in Unity with Oculus Quest 2

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UI prototyping in Unity (Sprint 1)