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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018

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Product type Paperback
Published in May 2018
Publisher Packt
ISBN-13 9781788478809
Length 492 pages
Edition 2nd 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. 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. Exploring Interactive Spaces 10. Using All 360 Degrees 11. Animation and VR Storytelling 12. Social VR Metaverse 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Polling for clicks

The simplest way to obtain user input is just get the current data from an input component. We've already seen this using the Input class and VR SDK. Presently, we will write our own input component that maps the Unity (or SDK) input to our own simple API in MyInputController. Then, we'll write a BalloonController that polls the input, as illustrated:

Our own button interface functions

You may recall that the MeMyselfEye player rig may have device-specific toolkit child objects for a particular VR SDK. The version for OpenVR, for example, has their [CameraRig] prefab. The version for Daydream has the Daydream Player prefab. It makes sense to add our MyInputController component to MeMyselfEye,...

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