Hi , thanks but your idea with the collision box won’t really work for me, because my game is based a lot on collision.
But hey, maybe I have found out a way to actual implement your method without your HUD overlapping with other actors.
Which is (I guess) the better method, because you don’t draw the same image on both lenses, what can cause motion sickness(see here(Convergence): http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf)
Settings I did in material:
- Blend mode: Translucent.
- Shading model: Unlit
- Set Responsive AA: Gets rid of micro jitter.
- Set Disable depth test: Keeps the material in the foreground.
Settings I did in postprocess volume(placed around material billboard):
-
Postprocess volume setting: AA Method: none
-
Set motion blur values to zero.
It was uncomfortable to use, because your eyes will want to focus on the crosshair and the faraway target
It could also be combined with line traces, to search for the nearest actor to place your crosshair/hud, so you could bypass this disparity. Not my idea, also stolen from valve