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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

Building an interactive dashboard

Up to now, we have been using the canvas primarily as a container of display-only information. However, the canvas can also contain interactive UI elements, including Button, Toggle, Slider, and the Dropdown lists option. In this section, we will be building an in-game interactive dashboard or control panel that is integrated into the game environment itself.

Earlier in this chapter, we discussed windshield HUDs. Dashboards are pretty much the same thing. One difference is that the dashboard may be more obviously part of the level environment and not simply an auxiliary information display or a menu. A typical in-game scenario is an automobile or a spaceship, where you are seated in a cockpit. In VR, dashboards are familiar in the home environments—for example, the Oculus Home menu is depicted in the following screenshot:

In this part of our project, we'll operate a water hose in the scene...

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