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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

Summary

In this chapter, we explored many different ways of moving around within your virtual environments. We started by examining Unity's components that support conventional third-person and first-person characters and quickly realized most of those capabilities are not too useful in VR. For instance, we don't want the app to bob our head up and down as we walk, and we don't necessarily want to go jumping off buildings either. Moving around is important, but player comfort is more so. You don't want to induce motion sickness.

Locomotion is moving smoothly and linearly across the scene, akin to walking. Using gaze-based mechanics, we implemented moving in the direction you're looking and used input buttons to start and stop. Then, we separated the locomotion from head direction, always moving "forward" and using a separate input (thumbpad)...

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