https://1drv.ms/u/c/2d2d70fa95d61901/IQBDcX4CvFOpS7WCUBInWJliAXXrrdtlE9IOY-AJ0D3WgSg?e=agfOjv (31MB Windows executable Unity App)
We seek to create the SCYTHE_AR user experience within Unity. Most Unity heads-up displays are decorative.
They’re layered UI canvases, animated sprites, and shader flourishes designed to look good.
SCYTHE’s HUD is none of that.
It’s a scientific interface built on top of a deterministic RF laboratory. Every pixel, every indicator, every overlay is driven by real data flowing through a reproducible simulation pipeline. The HUD isn’t a skin on top of the system—it is the system’s window into the world.
This post walks through how SCYTHE’s HUD works, why it’s architected this way, and what makes it fundamentally different from traditional Unity UI.
A HUD Built on Determinism, Not Decoration
SCYTHE’s simulation core is deterministic:
- Fixed‑step simulation clock
- Seeded AWGN
- Free‑space attenuation
- ASK/FSK/BPSK/QPSK modulation
- Reproducible TX→IQ→channel→RX pipeline
- Spatial RF sampling
- One‑way Doppler from operator motion
The HUD doesn’t invent values.
It doesn’t smooth them.
It doesn’t “fake” signal strength or noise.
It reads directly from the RF pipeline every frame.
This makes the HUD a measurement instrument, not a UI layer.
Every Element Is Data‑Driven
Signal Bars
The five‑bar indicator is computed from:
- instantaneous received power
- SNR
- distance
- modulation type
- channel noise floor
Bars rise and fall based on real RF conditions, not arbitrary thresholds.
Bearing Arrow
The arrow pointing toward the transmitter uses:
- world‑space TX position
- operator position
- operator forward vector
- normalized bearing angle
It’s a true directional indicator, not a sprite that rotates for show.
Range Rings
Range rings are rendered using:
- inverse‑square attenuation
- scenario‑defined TX power
- deterministic spatial sampling
They visualize actual RF reach, not a guessed radius.
Doppler Readout
Doppler is derived from:
- operator velocity
- radial component toward TX
- carrier frequency
It’s a one‑way Doppler model, explicitly labeled as such.
Power‑Density Map
The 2D RF field overlay is:
- approximate
- evidence‑labeled
- derived from free‑space loss
- updated at arbitrary world positions
It’s intentionally honest about what it represents.
TX and Operator Markers
These markers are not UI icons—they’re spatial anchors tied to:
- scenario manifest
- character controller
- transmitter transform
The HUD reflects the world, not the other way around.
A Custom Pipeline, Not Unity UI
SCYTHE’s HUD bypasses Unity’s typical UI stack.
Instead, it uses:
- custom C# data bindings
- deterministic sampling
- lightweight rendering
- built‑in pipeline compatibility
- no external dependencies
- no URP/HDRP
- no smoothing or interpolation
This keeps the HUD:
- fast
- predictable
- reproducible
- platform‑consistent
And because it’s custom, it integrates seamlessly with the RF and optics subsystems.
Why This Matters
A scientific simulator must be honest.
If the HUD invents values, smooths noise, or hides uncertainty, the operator sees a story, not a measurement. SCYTHE rejects that approach. The HUD is a direct expression of the underlying physics model—no more, no less.
This makes SCYTHE suitable for:
- RF education
- algorithm prototyping
- scenario testing
- optics dataset visualization
- AR monocle research
- reproducible experiments
It’s not a game HUD.
It’s a field instrument.
What Comes Next
As SCYTHE evolves, the HUD will expand to include:
- multi‑transmitter overlays
- occlusion‑aware attenuation
- optical depth‑plane visualization
- fused RF + optical monocle overlays
- scenario‑driven RF events
- uncertainty cones
- multipath approximations (explicitly labeled)
But the principle remains the same:
The HUD must always show the truth of the simulation, not a stylized interpretation.
That’s the core of SCYTHE’s design philosophy—and the reason its HUD feels more like a scientific device than a Unity UI.