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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
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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

Setting up the scene

To begin our exploration of input mechanisms, let's set up our scene. The plan is to let players create balloons. Everyone loves balloons!

For this scene, you could start with a new scene (File|New Scene) and then add an XR Rig from the GameObject | XR menu. Instead, I've decided to start with the Diorama scene used in the previous chapter and remove all but the GroundPlane and PhotoPlane, as follows:

  1. Open the Diorama scene.
  2. Remove all the objects, except for XR Rig, XR Interaction Manager, Directional Light, GroundPlane and PhotoPlane.
  3. Position the XR Riga few feet from the scene origin, Position (0, 0, -1).
  4. Select File | Save Scene As and give it a name, such as Balloons.

Now that the scene stage is set, we are first going to define a balloon game object, make it a prefab, and add an empty controller object in the hierarchy and script that will instantiate the balloon prefab...

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