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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 the relationship between the VR camera and objects in the scene. We first made Ethan (the zombie) walk randomly around the scene and enabled him to move by using a NavMesh, but then we directed his wanderings using a 3D cursor on the x, z ground plane. This cursor follows our gaze as we look around the scene in virtual reality. Lastly, we also used our gaze to shoot a ray at Ethan, causing him to lose health and eventually explode.

These look-based techniques can be used in non-VR games, but in VR, it's very common and almost essential. We'll be using them more in the later chapters of this book too.

In the next chapter, we will use our hands to interact with the virtual scene. We will learn about Unity Input events, as well as input systems for SteamVR, Oculus, and Windows Mixed Reality, to name a few. As this can get complicated...

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