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Great post on HUD from Gord!
Gord Allott originally shared:
The last few months I’ve been involved with a project we’re revealing today, HUD. So I’m going to talk a little bit about it.

The idea is really rather simple, menus are a fairly awkward way of accessing really rather useful actions, you want to do something but have to break your work-flow in order to find your way through what is often a large nest of menus, even when you know precisely what you want - you end up taking a long trip just to get your action. The simple solution we have come up with is to present a searchable interface to activate these menu items. You hit <Alt> - the HUD interface opens up, you type your action and hit return. explains In much greater detail than I’ll go into here.

Supporting Browsing and Actions

In HUD we still have to support both browsing menus to discover what an application can do and actioning. Actioning is fairly simple, if you want to blur an image in GIMP, you tap alt, type Blur, press return. But discovering that GIMP has a blur function is slightly trickier. To solve that we have a combination of a selection of results presented to the user along with some clever fuzzy matching.
Ted Gould does a fantastic job of explaining the details over on his blog - Along with a call to arms to help refine the results and test cases.
HUD also has another trick up its sleeve, it learns. The more you use an action related to a search the higher priority it is given. This really starts to take off after actively using the HUD for a while, doing common actions that used to require you to move to the menus and potentially find a deep nested menu are suddenly much quicker and smoother to activate.

HUD and Testing

One of the focuses for this cycle has been an increased effort towards testing and stability. The HUD feature is no exception. HUD will land will a full backend UnityCore automatic test-suite with manual tests for the client side. The manual-tests are currently going through a process to be converted over to autopilot thanks to the awesome work the QA team has done this cycle to enable autopilot for Unity.

Development notes

The code for HUD sits at and will be merged in to unity sometime within the next week or two - hopefully for unity 5.2.0. There are some visual refinements that still need to land, what we are demoing today is not the final look.
Once we have the initial feature landed there needs to be some more work done on the search bar, namely full completion support and making sure our test suite is top notch.

Much of the work is shared between Unity and Unity 2d, including a fully featured test suite via UnityCore. Which means we should land the same HUD service in unity-2d sometime this cycle.

Merges and bugs should be filed against the normal unity project: - whereas service errors (including bad matching) should be filed against the indicator-appmenu repository:
one last thing:
Ted Gould's profile photoSteve Beattie's profile photoJohn Cliff's profile photo
So instead of moving a mouse a bit I'm expected to let go of it and type? Hmmmm not so sure on the logic there...
I think it depends on what you're doing. If you're mousing around obviously a toolbar is going to be faster. But, at least for me, there are a lot of apps where I'm using the keyboard as my main entry device. And, in those cases, being able to quickly use the menus without moving to the mouse is much faster.
It doesn't solely replace menus, but provides a different way to interact with them.
Ah, that's not as bad, the video seemed to be lacking any menus.
+John Cliff "So instead of continuing to type, I'm expected to move my hand away from the home row of my keyboard and flail around with a mouse?" Which statement is the more illogical? Computer mice are designed for those humans that happen to have three arms (or at least a prehensile tail). Obviously, of course, there are some tasks for which a mouse is a more useful input device (graphics in particular), but for many, it's not.

+Ted Gould It seems like a lot of the media response we're getting asserts that we're killing menus entirely; I'm not sure how confusion over this is occurring, but perhaps we need to be more explicit about the fact that they're not.
Steve - mice are for people doing tasks which are non text centric. Try doing a drawing with a keyboard. You don't need three hands if your not often using the keyboard other than for shift + ctrl as modifiers. My main job at work I mainly use a mouse in my right hand and a spacemouse in my left. Keyboard use is the exception not the rule.
The reason people are thinking your doing away with menus is because their not visible in the video.
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