I think what you described will work great for the laser pointer though. I can get the local x,y offset and provide that to the UI element. A major component (that I'd likely have to add) would be having elements highlight on the equivalent of mouser over, to provide feedback for where the click is going to hit. Is there a base UI element class I could modify to add the ability to turn a highlight overlay on and off? There'd be some logic necessary for hoverOver, hoverOut, and then onClick, to have highlights turn on and off and provide click feedback.
Interkarma wrote: ↑Thu May 31, 2018 3:32 am This turned into a much bigger job than I expected with lots of little follow-on things to fix. But I'm quite happy with the state of it and everything is in master.
The goal from my end was just to render the UI to an offscreen RenderTexture that can be used either for a traditional overlay like before or drawn to a diegetic output of some kind. Now we have that flexibility in base, and you can turn off the standard UI overlay at will and render UI wherever you like.
I think the next thing I'll add is the ability to feed in custom pointer coordinates so you can wire up to the motion controller "laser pointer". From a UI perspective is there something else you need me to address?