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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

Handy Interactables

You're in a virtual world with all this cool stuff; it is our nature to try to reach out and touch something. While gaze-based selection, as we saw in the previous chapter, is a good first step for interacting with virtual scenes, most people intuitively want to use their hands. Most VR devices provide a hand controller to select, grab, and interact with virtual objects in the scene.

In this chapter, we introduce practices for capturing user input in Unity, illustrating how to use them in a simple VR scene. Everyone loves balloons, so in this project we will make balloons. We may even pop a few. We will continue from the previous chapter, using C# programming for basic scripting, and explore several software design patterns for user input. We will discuss the following topics:

  • Polling for input device data
  • Using scriptable data objects for storing and...
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