What is a good node setup for a stereoscopic/VR heads-up display (HUD)?

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:bust_in_silhouette: Asked By thoth

I created a HUD for my desktop test scene by adding a CanvasLayer with some Labels.
When I attempted to use the same HUD scene in my VR (Oculus Quest) scene, it did not render (and adjusting the layer did not make it appear).

I should have anticipated this. In a stereoscopic display setup anything visible is going to have some parallax. My current hypothesis is that the rendering pipeline for VR just ignores the CanvasLayer because it does not know how to render it for each eye.

What node setup is good for rendering a heads-up display that stays in view when you move your headset? Concerns include

  • being occluded by scene polygons
  • depth mismatch if you prevent scene occlusion
  • ergonomic render distance (is that even a thing?)

I’m also trying to find out information about this sort of thing, but for a very specific case. https://forum.godotengine.org/148704/simple-image-render-on-both-vr-eyes, not sure if information there would help, but I cited this question as well.

humbletang | 2023-03-06 21:33