Comments (3)
You can quash extra rotation to try out a Y axis only! This does tilt a small bit while you are interacting with it, which isn't ideal, but may get you pretty close to what you're looking for.
UI.WindowBegin(...
windowPose.orientation.x = 0;
windowPose.orientation.z = 0;
windowPose.orientation.Normalize();
I don't really love Y axis only rotation for Windows, but I do really like it for object placement. I have been meaning to add something like this for a while, but the quaternion quashing has worked pretty well for me so far. I'm not sure I remember seeing the tilt previously, so maybe I've made a change recently that's doing that.
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I actually would be quite interested in more specifics about what doesn't work well for the FaceUser
for Windows! That's one I'd like to be basically a really good default for UI, so if I can improve it for that case, I'd love to know. Like what would you prefer to happen when the window is above or below the user's head? Would a reduced tilt suffice?
from stereokit.
I think my main problem with the window tilt is that there's no easy way to get rid of it once it's introduced.
This usually happens when developing sitting down, starting the app, then getting up and so needing to move the window up to standing height. Now there's tilt to the window and it remains that way unless I try really hard to position my head height and hand grab position to get back to a vertical window again.
Another case is during demos when successive people of different height grab the window to move it up or down. This usually introduces tilt, which might match some people's height but other's definitely won't.
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