Configuring Objects for UI

In depth learning on Motive Scene Configuration can be found in this course in Motive Academy.

 

Colliders and Rigid Bodies

Scene objects can have UI elements attached to them. Most UI elements will attempt to avoid being occluded by the object as long as the object is configured properly. The UI positioner calculates the bounds of the UI elements and looks for overlap with colliders in the scene. Earlier versions of the SDK required colliders on UI elements to avoid collisions, but this is no longer the case. UI elements should not have colliders.

World UI Positioner

UI screens use World UI Positioner to detect collisions and make a best effort to be seen.

Camera Align Offset

Used in conjunction with the MoveInFrontOfCamera call, this applies an offset to the UI screen once the “front of camera” position is determined.

Camera Align Offset

Used in conjunction with the MoveInFrontOfCamera call, this applies an offset to the UI screen once the “front of camera” position is determined.

Min Distance

The closest this UI element can be moved to the user.

Max Distance From Origin

The farthest this UI element can be moved from its origin. -1 means there is no limit.

Max Distance

The maximum distance from the camera that this element can be moved. -1 means there is no limit.

Tagalong Lerp Time

If tagalong is set, the duration of the tagalong “lerp” movement.

Scale Down When Too Close

If true, the screen will scale down when it gets too close to the user.

Scale Down Distance

The distance inside of which the screen scales down.

Scale Down Scale

The amount to scale the screen down.

Avoid Collisions

Avoid sitting inside of an object with a collider.

Move In Front Of Objects

Moves the screen in front of any objects. This is different from Avoid Collisions because the screen may not be embedded inside of an object, but just hidden behind something (a wall for example).

Head Height Max Delta

When setting the screen to the user’s head height, this specifies the maximum readjustment from above the user’s head. For example, we may want a screen to show on the third floor, so if the screen is already more than 2m above the user, don’t attempt to set the head height.

Head Height Min Delta

Similar to above, except for the distance below the user’s head.

Tagalong

If true, the screen will “tag along” inside the user’s viewing cone.

Tagalong Cone Angle

The size of the cone inside of which the screen will tag along.

Disable Collider When No Panels Showing

If this component is on the same object as a Panel Container, automatically enables/disables the collider when panels are showing.

Reset When Panels Showing

Reset to initial position/rotation when a new screen is shown.

Layer Mask

Layers to monitor for collisions. Should generally be set to exclude “Ignore Raycast”.

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Objects with Screens