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Unity 2020 Virtual Reality Projects

You're reading from   Unity 2020 Virtual Reality Projects Learn VR development by building immersive applications and games with Unity 2019.4 and later versions

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Length 592 pages
Edition 3rd Edition
Languages
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Table of Contents (15) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Understanding Unity, Content, and Scale FREE CHAPTER 3. Setting Up Your Project for VR 4. Using Gaze-Based Control 5. Interacting with Your Hands 6. Canvasing the World Space UI 7. Teleporting, Locomotion, and Comfort 8. Lighting, Rendering, Realism 9. Playing with Physics and Fire 10. Exploring Interactive Spaces 11. Using All 360 Degrees 12. Animation and VR Storytelling 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

"Zombie-izing" Ethan!

The first thing we can do to make Ethan more like a zombie walker is to slow him down to a nice zombie-like pace. Let's adjust the navmesh's steering parameters, as shown in the following steps:

  1. SelectEthanin Hierarchy.
  2. In the Inspector window, in theNav Mesh Agentcomponent's
    Steeringparameters, set the following values:
    • Speed: 0.3
    • Angular Speed: 60
    • Acceleration: 2:

Press the Playbutton again. He has slowed down. That's better. Ethan now walks like a zombie, but he doesn't really look like one yet:

First, he really needs to lose those glasses. To do that, follow these steps:

  1. In the Hierarchy window, unfold the Ethan game object and select EthanGlasses.
  2. In the Inspector window, uncheck the enable checkbox to disable and hide the glasses.

The following screenshot shows...

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