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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D

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Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Length 286 pages
Edition 1st 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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Toc

Table of Contents (13) Chapters Close

Preface 1. Virtually Everything for Everyone FREE CHAPTER 2. Objects and Scale 3. VR Build and Run 4. Gaze-based Control 5. World Space UI 6. First-person Character 7. Physics and the Environment 8. Walk-throughs and Rendering 9. Using All 360 Degrees 10. Social VR Metaverse 11. What's Next?
Index

The visor HUD

A heads-up display, or HUD, is a floating canvas in your field of view that overlays the gameplay scene. In VR vernacular, there are two variations of HUDs. I'll call these variations the visor HUD and the windshield HUD. This section looks at the first one.

In visor HUD, the UI canvas is attached to the camera. It doesn't appear to respond to your head movement. When you move your head, it appears to be stuck to your face. Let's look at a nicer way of visualizing it. Let's suppose that you're wearing a helmet with a visor and the UI appears projected onto the surface of the visor. There may be contexts where this is OK in virtual reality, but it is likely to break the sense of immersion. So, it should generally only be used either when the visor is a part of the gameplay, or if the intent is to take you out of the scene, such as the utility menus for the hardware or the system.

Let's make a visor HUD with a welcome message as follows, and see for...

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