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Complete Virtual Reality and Augmented Reality Development with Unity

You're reading from   Complete Virtual Reality and Augmented Reality Development with Unity Leverage the power of Unity and become a pro at creating mixed reality applications

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Product type Course
Published in Apr 2019
Publisher Packt
ISBN-13 9781838648183
Length 668 pages
Edition 1st Edition
Languages
Tools
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Authors (2):
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Jesse Glover Jesse Glover
Author Profile Icon Jesse Glover
Jesse Glover
Jonathan Linowes Jonathan Linowes
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Jonathan Linowes
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Toc

Table of Contents (24) Chapters Close

Title Page
Copyright
About Packt
Contributors
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. Animation and VR Storytelling 10. What AR is and How to Get Set up 11. GIS Fundamentals - The Power of Mapping 12. Censored - Various Sensor Data and Plugins 13. The Sound of Flowery Prose 14. Picture Puzzle - The AR Experience 15. Fitness for Fun - Tourism and Random Walking 16. Snap it! Adding Filters to Pictures 17. To the HoloLens and Beyond 1. Other Books You May Enjoy Index

Really using your hands


The last couple of things we'll explore in the chapter involve getting your hands even more into virtual reality. In addition to buttons and touch pads, VR hand controllers can be tracked in 3D space along with your head. PC- and console-based VR, such as Rift, Vive, MR, and PSVR, are really very good at this, with full positionally tracked hand controllers for both left and right hands. Lower-end mobile VR, such as Daydream, has a single hand controller with limited tracking, but better than nothing.

To start, we'll take advantage of positional tracking by simply parenting the balloon to your hand model. On VR, without actual positional tracking, like Daydream, the location of your hand controller is approximated by the SDK software, but useful enough.

Parenting balloons to your hand

Suppose when you press the button, rather than creating the new balloon at a fixed position in space, it spawns and grows from your hand position. One way to accomplish this is to make...

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