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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

Direct interaction with UI elements

Up to now in this chapter, we've been using the XR ray interactor on hand controllers to interact with the UI. In the previous chapter, we learned that there other kinds of interactors, including a direct interactor. To implement the ability to reach out and directly touch an object in your scene, rather than cast a ray, you could use a direct interactor instead of a ray interactor.

This implementation may change if XRI adds support for UI objects with the direct interactor. Presently, I have described a workaround.

Let's see what it will take to change our UI to support direct interactions with the toggle button. The direct interactor works by using physics colliders to detect when the hand is touching an interactable object. Let's switch to that now and see what happens. (We'll work on a copy so its easy to switch back if you want:)

  1. In Hierarchy, select RightHand Controller (under XR Rig...
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