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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
Languages
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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

Interacting with a balloon gun

For this part of the project, I'm going to show you how to grab and use interactable objects. Let's make a balloon gun. You'll pick up the gun, and when you pull the trigger, a balloon comes out! Haha!

The implementation uses a different approach to building interactions. Rather than a main central controller script that reads the user input and directs the actions, we are going to use a more object-oriented interactor/interactable paradigm provided by the XR Interaction (XRI) Toolkit. With our toolkit, we'll create a grabbable balloon gun by making it an interactable object, and then use the toolkit to respond to the interactor's Activate events (caused by pulling the trigger) to create, inflate, and release the balloons.

Introducing the XRI Interactor/Interactable architecture

The XR Interaction Toolkit implements an object-oriented interaction system that couples interactor objects, such as your...

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