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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018

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Product type Paperback
Published in May 2018
Publisher Packt
ISBN-13 9781788478809
Length 492 pages
Edition 2nd Edition
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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. Content, Objects, and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-Based Control 5. Handy Interactables 6. World Space UI 7. Locomotion and Comfort 8. Playing with Physics and Fire 9. Exploring Interactive Spaces 10. Using All 360 Degrees 11. Animation and VR Storytelling 12. Social VR Metaverse 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Using glide locomotion

For our locomotion features in this chapter, let's take an agile approach to development. This means (in part) that we'll start by defining our new feature, or story, with a set of requirements. Then, we'll incrementally build and test this feature, one requirement at a time, by iterating and refining our work as we go along. Experimentation is not only allowed, it's encouraged.

Agile software development is a broad term for methodologies that encourage small incremental and iterative development in a fashion that's easy to respond to changing and refined requirements. See the Agile Manifesto at http://agilemanifesto.org/.

The feature we want to implement is this: as a first-person character, when I start walking, I will move through the scene in the direction I am looking until I indicate to stop walking. Here are the requirements...

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