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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
Interacting with Your Hands

When we're in a virtual world with all this cool stuff, it is in our nature to try to reach out and touch something. While the gaze-based selection that we used in the previous chapter is a good first step for interacting with virtual scenes, most people intuitively want to use their hands. Most VR devices provide a hand controller to select, grab, and interact with virtual objects in the scene.

In this chapter, we introduce practices for capturing user input in Unity, illustrating how to use them in a simple VR scene. Everyone loves balloons, so in this project, we will make balloons. We may even pop a few. We will continue with our work in the previous chapter, using C# programming for basic scripting, and exploring several software design patterns for user input. We will discuss the following topics:

  • Polling for input device button presses
  • Invoking and subscribing...
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