Creating a Radial Selection UI in VR using Mathematics and Unity XR

Creating a Radial Selection Menu with Math ============================================= In this tutorial, we'll explore how to create a radial selection menu using math in Unity. Mathematical Background ------------------------- Before diving into the implementation, let's cover some mathematical concepts that will be used: * Polar coordinates: A point on a plane can be represented by its distance from a reference point (radius) and the angle formed with a reference axis (azimuth). * Trigonometry: Relationships between the sides and angles of triangles will be used to calculate positions and rotations. Implementation ---------------- ### Step 1: Create a Radial Menu Canvas Create a new UI canvas in Unity and set its render mode to "Screen Space - Overlay". This will serve as the base for our radial menu. ```csharp public class RadialMenuCanvas : MonoBehaviour { public float radius = 1.0f; public int numOptions = 8; private Transform[] optionTransforms; void Start() { // Initialize option transforms array optionTransforms = new Transform[numOptions]; // Calculate positions and rotations for each option for (int i = 0; i < numOptions; i++) { float angle = (i * 360.0f) / numOptions; Vector3 position = PolarToCartesian(radius, angle); Quaternion rotation = Quaternion.Euler(0, angle, 0); // Create option transform and set its position and rotation Transform optionTransform = new GameObject().transform; optionTransform.position = position; optionTransform.rotation = rotation; // Store the option transform in the array optionTransforms[i] = optionTransform; } } Vector3 PolarToCartesian(float radius, float angle) { // Convert polar coordinates to cartesian coordinates return new Vector3(radius * Mathf.Cos(angle), radius * Mathf.Sin(angle), 0); } } ``` ### Step 2: Create a Radial Option Create a new UI button that will represent each option in the radial menu. ```csharp public class RadialOption : MonoBehaviour { public Color color; void Start() { // Set the button's background color GetComponent().color = color; } } ``` ### Step 3: Create a Hand Tracking Script Create a new script that will track the user's hand movement and rotation. ```csharp public class HandTracking : MonoBehaviour { public Transform handTransform; void Update() { // Update the hand transform based on user input (e.g., VR controller) handTransform.position = Input.GetAxis("Horizontal") * Vector3.right + Input.GetAxis("Vertical") * Vector3.up; handTransform.rotation = Quaternion.Euler(Input.GetAxis("Pitch"), Input.GetAxis("Yaw"), 0); } } ``` ### Step 4: Create a Radial Selection Script Create a new script that will handle the radial selection logic. ```csharp public class RadialSelection : MonoBehaviour { public RadialMenuCanvas radialMenuCanvas; public HandTracking handTracking; void Update() { // Calculate the distance between the user's hand and each option for (int i = 0; i < radialMenuCanvas.numOptions; i++) { float distance = Vector3.Distance(handTracking.handTransform.position, radialMenuCanvas.optionTransforms[i].position); // Check if the user has selected an option if (distance < radialMenuCanvas.radius) { // Perform action based on selected option Debug.Log("Option " + i + " selected"); } } } } ``` Putting it all Together ------------------------ 1. Create a new UI canvas in Unity and set its render mode to "Screen Space - Overlay". 2. Attach the RadialMenuCanvas script to the canvas. 3. Set up the radial menu options by creating multiple UI buttons with different colors. 4. Attach the RadialOption script to each button. 5. Create a new empty game object and attach the HandTracking script to it. 6. Set up the hand tracking by mapping user input (e.g., VR controller) to the hand transform. 7. Create a new empty game object and attach the RadialSelection script to it. Example Use Cases ------------------ 1. **Color Selection**: Use the radial selection menu to choose between different colors for an object. 2. **Tool Selection**: Use the radial selection menu to select from various tools in a creative application. 3. **Navigation**: Use the radial selection menu as a navigation system in a game or simulation. Tips and Variations -------------------- * **Customization**: Allow users to customize the appearance of the radial menu, such as changing colors or icons. * **Dynamic Options**: Generate options dynamically based on user actions or context. * **Context-Sensitive Help**: Display help text or hints when a user hovers over an option. By following these steps and using the provided scripts, you can create a functional radial selection menu in Unity. You can customize and extend this system to suit your specific needs and application requirements. Using Math for Radial Menu Animation ------------------------------------ To animate the radial menu, we'll use some mathematical concepts to smoothly transition between states. ### Step 1: Define Animation Parameters Define animation parameters such as duration, speed, and easing function. ```csharp public class RadialMenuAnimation : MonoBehaviour { public float animationDuration = 0.5f; public float animationSpeed = 10.0f; public EaseFunction easeFunction = EaseFunction.EaseInOutSine; // ... } ``` ### Step 2: Calculate Animation Progress Calculate the progress of the animation based on time and speed. ```csharp void Update() { // Calculate animation progress float progress = Mathf.Clamp01((Time.time - startTime) / animationDuration); // Apply easing function to progress progress = easeFunction.Evaluate(progress); // Animate radial menu options based on progress for (int i = 0; i < radialMenuCanvas.numOptions; i++) { Vector3 startPosition = radialMenuCanvas.optionTransforms[i].position; Vector3 endPosition = CalculateEndPosition(i); radialMenuCanvas.optionTransforms[i].position = Vector3.Lerp(startPosition, endPosition, progress); } } ``` ### Step 3: Define Easing Functions Define easing functions to control the animation's acceleration and deceleration. ```csharp public enum EaseFunction { EaseInOutSine, EaseOutQuad } float EaseInOutSine(float x) { return -0.5f * (Mathf.Cos(Mathf.PI * x) - 1); } float EaseOutQuad(float x) { return -x * x + 2 * x; } ``` Putting it all Together ------------------------ 1. Create a new empty game object and attach the RadialMenuAnimation script to it. 2. Set up animation parameters such as duration, speed, and easing function. 3. Call the `Animate` method when you want to start animating the radial menu. Example Use Cases ------------------ 1. **Radial Menu Opening**: Animate the radial menu opening with a smooth transition from a closed state to an open state. 2. **Option Selection**: Animate the selection of an option by smoothly transitioning the option's position and scale. 3. **Error Handling**: Animate error messages or warnings with a subtle shake effect. Tips and Variations -------------------- * **Customization**: Allow users to customize animation parameters such as duration, speed, and easing function. * **Dynamic Animations**: Generate animations dynamically based on user actions or context. * **Physics-Based Animation**: Use physics engines like Unity's built-in PhysX engine to create realistic animations. By following these steps and using the provided scripts, you can create a smooth and responsive radial menu animation in Unity. You can customize and extend this system to suit your specific needs and application requirements.

Radial Selection A technique used in human-computer interaction and computer graphics to select multiple objects or items using a radial menu.
Background The concept of radial selection was first introduced in the early 2000s as an alternative to traditional linear menus. The idea was to provide a more intuitive and efficient way to select multiple items, especially in applications where users need to work with large datasets.
Key Characteristics Radial selection typically involves the use of a circular menu that appears around the user's cursor or finger. The menu is divided into segments, each representing a different option or item. Users can select multiple items by moving their cursor or finger to the corresponding segment.
Advantages Radial selection offers several advantages over traditional linear menus, including faster selection times, reduced eye movement, and improved user experience. It is particularly useful in applications where users need to work with large datasets or perform complex tasks.
Applications Radial selection has been applied in various fields, including computer-aided design (CAD), geographic information systems (GIS), and video games. It is also used in mobile applications, such as photo editing software and social media platforms.
Challenges While radial selection offers several advantages, it also presents some challenges, including the need for careful menu design to avoid visual clutter and ensure user understanding. Additionally, radial selection may not be suitable for all types of applications or users.


Introduction

In this article, we will explore how to create a radial selection UI in Virtual Reality (VR) using mathematics and Unity's XR (Cross-Reality) framework. Radial selection is a common interaction technique used in VR applications where users need to select options from a circular menu.

Mathematical Background

To create a radial selection UI, we need to understand some basic mathematical concepts. We will use the following formulas:
  • Polar coordinates: r = √(x² + y²), θ = atan2(y, x)
  • Cartesian coordinates: x = r cos(θ), y = r sin(θ)

Unity XR Setup

To set up Unity for VR development, follow these steps:
  1. Create a new Unity project and select the "3D" template.
  2. Install the Unity XR Interaction Toolkit package from the Package Manager.
  3. Set up your VR hardware (e.g., Oculus, Vive) according to the manufacturer's instructions.

Radial Selection UI Script

Create a new C# script in Unity and attach it to an empty GameObject:
```csharp using UnityEngine; using UnityEngine.XR.Interaction.Toolkit; public class RadialSelectionUI : MonoBehaviour { public float radius = 1.0f; // Radius of the radial menu public int numOptions = 8; // Number of options in the radial menu private XRController controller; // Reference to the VR controller private Vector3[] optionPositions; // Array of option positions void Start() { // Initialize the option positions array optionPositions = new Vector3[numOptions]; // Calculate the positions of each option using polar coordinates for (int i = 0; i < numOptions; i++) { float angle = (i / (float)numOptions) * Mathf.PI * 2; float x = radius * Mathf.Cos(angle); float y = radius * Mathf.Sin(angle); optionPositions[i] = new Vector3(x, y, 0); } } void Update() { // Get the controller's position and rotation Vector3 controllerPosition = controller.transform.position; Quaternion controllerRotation = controller.transform.rotation; // Calculate the direction from the controller to each option for (int i = 0; i < numOptions; i++) { Vector3 direction = (optionPositions[i] - controllerPosition).normalized; // Check if the user is pointing at an option if (Vector3.Dot(direction, controllerRotation * Vector3.forward) > 0.5f) { // Select the option Debug.Log("Selected option " + i); } } } void OnEnable() { // Get a reference to the VR controller controller = GetComponent(); } } ```

Creating the Radial Menu

Create a new GameObject and add a `MeshRenderer` component to it. Then, create a circular mesh with the desired radius and number of options:
```csharp using UnityEngine; public class RadialMenu : MonoBehaviour { public float radius = 1.0f; // Radius of the radial menu public int numOptions = 8; // Number of options in the radial menu private Mesh mesh; // Reference to the circular mesh void Start() { // Create a new mesh with the desired number of vertices and triangles mesh = new Mesh(); int numVertices = numOptions * 3; Vector3[] vertices = new Vector3[numVertices]; int[] triangles = new int[(numOptions - 2) * 3]; // Calculate the positions of each vertex using polar coordinates for (int i = 0; i < numVertices; i++) { float angle = (i / (float)numVertices) * Mathf.PI * 2; float x = radius * Mathf.Cos(angle); float y = radius * Mathf.Sin(angle); vertices[i] = new Vector3(x, y, 0); } // Calculate the indices of each triangle for (int i = 0; i < numOptions - 2; i++) { triangles[i * 3] = 0; triangles[i * 3 + 1] = i + 1; triangles[i * 3 + 2] = i + 2; } // Assign the vertices and triangles to the mesh mesh.vertices = vertices; mesh.triangles = triangles; // Assign the mesh to the MeshRenderer component GetComponent().mesh = mesh; } } ```

Conclusion

In this article, we have demonstrated how to create a radial selection UI in VR using mathematics and Unity's XR framework. By leveraging polar coordinates and simple geometry calculations, we can create an intuitive and user-friendly interaction technique for selecting options from a circular menu.


Q1: What is Radial Selection UI? RADIAL SELECTION UI IS A TYPE OF USER INTERFACE THAT ALLOWS USERS TO SELECT ITEMS OR OPTIONS FROM A CIRCULAR MENU, TYPICALLY USED IN VIRTUAL REALITY (VR) APPLICATIONS.
Q2: What is Unity XR? UNITY XR IS A CROSS-PLATFORM TOOLKIT FOR BUILDING VIRTUAL REALITY (VR), AUGMENTED REALITY (AR), AND MIXED REALITY (MR) EXPERIENCES IN UNITY.
Q3: How do you create a radial selection UI in VR using mathematics? YOU CAN CREATE A RADIAL SELECTION UI BY USING MATHEMATICAL FUNCTIONS SUCH AS POLAR COORDINATES, SPHERICAL COORDINATES, AND VECTOR CALCULUS TO POSITION AND ROTATE ITEMS IN 3D SPACE.
Q4: What is the purpose of using polar coordinates in radial selection UI? POLAR COORDINATES ARE USED TO REPRESENT THE ANGLE AND DISTANCE OF EACH ITEM FROM THE CENTER OF THE RADIAL MENU, ALLOWING FOR EFFICIENT AND INTUITIVE SELECTION.
Q5: How do you calculate the position of an item in a radial selection UI? THE POSITION OF AN ITEM CAN BE CALCULATED USING THE FOLLOWING FORMULA: X = R * COS(θ) + C_X, Y = R * SIN(θ) + C_Y, WHERE R IS THE DISTANCE FROM THE CENTER, θ IS THE ANGLE, AND C_X AND C_Y ARE THE OFFSETS.
Q6: What is the role of Unity's XR SDK in creating a radial selection UI? UNITY'S XR SDK PROVIDES A SET OF TOOLS AND FEATURES FOR BUILDING VR EXPERIENCES, INCLUDING SUPPORT FOR RADIAL SELECTION UI, WHICH CAN BE USED TO CREATE INTUITIVE AND RESPONSIVE INTERACTIONS.
Q7: How do you handle user input in a radial selection UI? USER INPUT CAN BE HANDLED USING UNITY'S XR SDK, WHICH PROVIDES SUPPORT FOR VR CONTROLLERS AND OTHER INPUT DEVICES, ALLOWING USERS TO SELECT ITEMS BY POINTING OR CLICKING ON THEM.
Q8: What are some common challenges when implementing a radial selection UI in VR? COMMON CHALLENGES INCLUDE MANAGING ITEM OVERLAP, HANDLING USER INPUT WITH HIGH LATENCY, AND ENSURING INTUITIVE SELECTION AND FEEDBACK.
Q9: How can you optimize the performance of a radial selection UI in VR? OPTIMIZATIONS CAN INCLUDE USING LEVEL OF DETAIL (LOD) TECHNIQUES, REDUCING POLYGON COUNTS, AND IMPLEMENTING CACHING MECHANISMS TO IMPROVE RENDERING PERFORMANCE.
Q10: What are some best practices for designing a radial selection UI in VR? BEST PRACTICES INCLUDE PROVIDING CLEAR VISUAL FEEDBACK, USING INTUITIVE CONTROLS, AND ENSURING THAT THE MENU IS READABLE AND ACCESSIBLE FOR USERS WITH DIFFERENT ABILITIES.




Rank Pioneers/Companies Description
1 Unity Technologies Developed Unity XR, a toolkit for building immersive experiences in VR and AR.
2 Oculus (Facebook Technologies) Created the Oculus Quest, a standalone VR headset with advanced hand tracking and radial selection capabilities.
3 Valve Corporation Developed the Valve Index, a high-end VR headset with advanced controllers featuring radial selection.
4 Google ATAP (Advanced Technology and Projects) Created the Google Daydream VR platform, which includes radial selection capabilities.
5 HTC Vive Developed the HTC Vive Pro, a high-end VR headset with advanced controllers featuring radial selection.
6 Leap Motion Created hand-tracking technology that enables radial selection in VR applications.
7 Magic Leap Developed the Magic Leap One, a lightweight, wearable computer with radial selection capabilities.
8 Microsoft Research Created the HoloLens, a mixed reality headset with radial selection capabilities.
9 Samsung Electronics Developed the Samsung Gear VR, a mobile VR headset with radial selection capabilities.
10 Sony Interactive Entertainment Created the PlayStation VR, a console-based VR headset with radial selection capabilities.




Technical Details
Mathematical Concepts Mathematically, a radial selection UI in VR can be achieved by using the following concepts: * Spherical coordinates (ρ, θ, φ) to represent the user's hand position and orientation. * Polar angles (θ, φ) to calculate the direction from the user's hand to the objects in the scene. * Dot product to determine the angle between two vectors.
Unity XR Components The following Unity XR components are used to create a radial selection UI: * **XR Controller**: To track the user's hand position and orientation. * **XR Raycaster**: To cast a ray from the user's hand to detect objects in the scene. * **XR Interaction Manager**: To manage the interaction between the user's hand and the objects in the scene.
Radial Selection UI Implementation The radial selection UI is implemented using the following steps: 1. Calculate the spherical coordinates (ρ, θ, φ) of the user's hand position and orientation. 2. Cast a ray from the user's hand to detect objects in the scene using XR Raycaster. 3. Iterate through the detected objects and calculate their polar angles (θ, φ) relative to the user's hand. 4. Use the dot product to determine the angle between the object's direction vector and the user's hand direction vector. 5. If the angle is within a certain threshold, consider the object as selected.
Unity Script ```csharp using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.Interaction.Toolkit; public class RadialSelectionUI : MonoBehaviour { // XR Controller to track the user's hand position and orientation. public XRRayInteractor rayInteractor; // XR Interaction Manager to manage the interaction between the user's hand and the objects in the scene. public XRMixedRealityInteractionManager interactionManager; // Threshold angle for radial selection. public float thresholdAngle = 30f; private void Update() { // Calculate the spherical coordinates (ρ, θ, φ) of the user's hand position and orientation. Vector3 handPosition = rayInteractor.transform.position; Quaternion handRotation = rayInteractor.transform.rotation; float ρ = handPosition.magnitude; float θ = Mathf.Atan2(handPosition.x, handPosition.z); float φ = Mathf.Acos(handPosition.y / ρ); // Cast a ray from the user's hand to detect objects in the scene. RaycastHit[] hits = Physics.RaycastAll(rayInteractor.transform.position, rayInteractor.transform.forward); // Iterate through the detected objects and calculate their polar angles (θ, φ) relative to the user's hand. foreach (RaycastHit hit in hits) { Vector3 objectPosition = hit.transform.position; float objectθ = Mathf.Atan2(objectPosition.x - handPosition.x, objectPosition.z - handPosition.z); float objectφ = Mathf.Acos((objectPosition.y - handPosition.y) / (objectPosition - handPosition).magnitude); // Use the dot product to determine the angle between the object's direction vector and the user's hand direction vector. Vector3 objectDirection = (objectPosition - handPosition).normalized; float angle = Mathf.Acos(Vector3.Dot(rayInteractor.transform.forward, objectDirection)); // If the angle is within a certain threshold, consider the object as selected. if (angle * Mathf.Rad2Deg < thresholdAngle) { // Select the object using XR Interaction Manager. interactionManager.SelectObject(hit.transform.gameObject); } } } } ```