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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
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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

An in-game dashboard with input events


An in-game dashboard or control panel is a UI display that is integrated into the game itself. A typical scenario is an automobile or a spaceship, where you are seated in a cockpit. At waist level (desk level) is a panel with a set of controls, gauges, information displays, and so on. Dashboards generally feel more natural in a seated VR experience.

A few pages back, 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.

In fact, dashboards can be a very effective mechanism to control VR motion sickness. Researchers have found that when a VR user has a better sense of being grounded and has a consistent horizon line in view, he's much less likely to experience nausea while moving around a virtual space. In contrast, being a floating one-dimensional eyeball with no sense of self or grounding...

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