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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

Teleporting around the gallery

We've done so much, and yet have not discussed moving throughout the gallery level. In Chapter 7, Teleporting, Locomotion, and Comfort, we examined various ways of implementing locomotion and teleportation. Let's now set up specific teleportation spawn points that provide an optimal viewing pose for each artwork picture in the gallery.

We'll begin by adding the XR Interaction Toolkit's Locomotion System to our scene, including teleportation and snap turning. You can set it all up component by component (Teleportation Provider, Snap Turn Provider, XR Ray Interactor line types and renderer, and so on). For brevity, let's just borrow the demo rig provided with the Unity XR Interaction Toolkit examples we already installed in Chapter 7, Teleporting, Locomotion, and Comfort (and which can be found at the following GitHub repository: https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples). Add the XRRig Demo...

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