How to Make a Hud in Unity VR – Detailed Guide with FAQs, Tips & More

Do you want to know how to make a HUD in Unity VR?

Let’s find out.

How to Make a HUD in Unity VR?

  1. Create some HUD assets.
  2. Bring your assets into Unity3D.
  3. Create a GUI Texture. 
  4. Assign a texture to the GUI Texture object. 
  5. Add Some Text. 
  6. Changing the font.
  7. Final Positioning.

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Create with Unity in Three Steps

1. Download the Unity Hub

Follow the instructions on the screen for guidance during the installation and setup processes.

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2. Choose Your Unity Version

Install the latest version (or an older one) of Unity, or install a prerelease version featuring the latest in-developments.

Visit the download archive

3. Start Your Project

Start by creating something new, or use a prebuilt template to get your first projects up and running quickly. There are tutorials available for both beginners and experts.

Unity Hub System Requirements

Simplify your Journey

The Unity Hub includes fun, guided learning pathways to help new learners become better at creating games faster.

Pick a Microgame

You can start by using pre-designed game prototypes for games like LEGO Microgames, kart racing, platformers, or shooters.

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Unity Long-Term Support (LTS)

For developers who want maximum stability and support for the next project, the Long Term Support (LTS) release includes all the features and improvements made throughout the year rolled up into one package.

This is our default version, and we recommend using it if you’re about to lock down your game on a particular version of Unity.

Tech Stream

If you’re interested in early access to new features so you can plan ahead for upcoming projects, then Tech Stream is right for you.

These versions are mainly intended for use during the early stages of development when you’re trying out new ideas and features.

However, they can also help prepare for the next Long Term Support (LTS) release by enabling earlier adoption of features.


Make sure your project stays on track. We provide a variety of support options for you to choose from, depending on your needs.


The Unity user manual is the definitive resource for in-depth and procedur­al information on all of Unity’s functionality, UI, and workflows.

Knowledge Base

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Unity VR

Unity VR

Unity VR allows developers to target virtual reality (VR) platforms directly from within their Unity project, without having to use any external plugins. It provides a basic API and feature set with support for various VR platforms.

It was designed to be compatible with future devices and software. As VR grows, so too will its API surface.

Using the native VR capabilities built into Unity, you get:

  • Stable versions of each VR device
  • An API interface for interacting with different VR headsets
  • Clean project folders without any external plugins for each device
  • The ability to include/switch between multiple devices in your application
  • Higher performance (lower-level Unity optimizations are possible for native platforms).

Enabling Unity VR Support

To enable VR support for your games and the Unity3D player, go to the Player Settings menu (Edit > Project Settings > Player) and select “VR Supported”.

You need to select “Other settings” from the dropdown menu and then check the box next to “Virtual reality supported”. Then set these options for each project.

If you’re building a standalone version of an app, enabling virtual reality features won’t automatically enable them for Android devices.

What Happens When VR is Enabled?

When VR is enabled for use in Unity, several things occur automatically:

Automatic Rendering to a Head-Mounted Display

All cameras in your VR scene can be rendered directly into an HMD. View and projection matrices are automatically adjusted so that they match the position and orientation of the user’s head.

You can use either the StereoTargetEye property or the Target Textures property to turn off rendering to the HMD.

  • You can use the StereoTargetEye setting to specify which eye the camera renders to the headset. This can be used for special effects such as an immersive video game where one player sees through the eyes of a rifleman.
  • To achieve this, set up two layers for each camera. One targets the left eye, the second target the right eye. Tweak what goes into each eye by setting a mask.

Automatic Head-Tracked Input

If your device has a built-in camera, then its FOV and head tracking are automatically adjusted for you.

You can manually set the FOV to a specific value, but you will not be able to set the Camera’s transform values directly.

Head tracking and positional track­ing are automatically applied so that they most closely resemble the position and orienta­tion of the viewer before the frame is rendered

It provides an immersive VR experience and helps prevent motion sickness.

Understanding the Camera

You can override the position of the game object by attaching it as a child of an empty game object.

This allows you to move or rotate the camera by changing its position relative to the parent object. It also works for any transforms applied to the camera via scripts.

Imagine the camera’s position and angle as where the user is standing when they’re not moving.

There are differences between sitting and standing VR experiences.

  • If your device supports room scaling, the camera’ll start in the middle of the user’s play space.
  • You can use the seated experience to re-center the camera by pressing the button on the controller.

For every VR application that renders to the device, the field of vision of the rendering device is automatically set by the VR SDK to match the field of vision of your user.

You can override this value by setting it using the script at runtime.

  • You can change the camera’s field of view by using Camera.fieldofview

Editor Mode

If your VR headset supports Unity Editor mode, press Play in the editor to run your app directly on your head-mounted display (HMD).

If you have stereoTargetEye enabled, then the left eye is displayed in the Game View when stereoTargetEye is set to leave, and the right eye is displayed when stereoTargetEye is right.

  • There is no automatic way to compare the left and right sides of your eyes.
  • If you want to see a comparison between the game views for each camera, first open up two separate windows and then drag the Game View into both of them. Then, change the settings so that they’re displayed next to each other.

You might notice some lag or judder when using the Unity IDE. To minimize these effects, maximize the game view by clicking the green arrow button at the top right corner of the screen.

  • The Unity Profiler helps you understand what your game’s performance will be like when running outside of the editor. But the profiler itself also adds some overhead.

To review your progress, you should first create a build for your target platform and then run it directly.

When developing an app, you’ll get the best results by running a non-development version of the game. However, if you want to profile your game, you can run a development version.

Hardware and Software Recommendations for VR Development in Unity


To achieve a frame-by-frame visual quality comparable to that of an HMD, you need to ensure that the monitor has a similar frame-per-second (fps) performance to that of the HMD.

If the framerate falls below the refresh rate of the headset, it is particularly noticeable, and often causes nausea for the player.


  • All versions of Windows (Windows 7, 8, 8 1, and Windows 10) are compatible.
  • Android: Android OS version 5.1 or higher
  • If you’re running OS X, you must be running OS X 10 9 or later. You cannot use the Oculus Rift on OSX 10.8 or earlier, but if you’re running Windows, you don’t have to install anything special to use the Oculus Rift.
  • Graphics card driver updates: Make sure your graphics card driver is updated. Older graphics cards may no longer be compatible with newer operating systems.
  • Oculus Runtime: Runtime version 0.8 or higher


VR is still very much in its infancy, and many aspects of the technology are still being developed and refined. As a result, there are many factors that impact how well your VR experience will perform.

If you have any questions feel free to comment below.


  • Victor Marquez

    Victor is the Editor in Chief at Techtyche. He tests the performance and quality of new VR boxes, headsets, pedals, etc. He got promoted to the Senior Game Tester position in 2021. His past experience makes him very qualified to review gadgets, speakers, VR, games, Xbox, laptops, and more. Feel free to check out his posts.

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