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Build Your Own Metaverse with Unity

You're reading from   Build Your Own Metaverse with Unity A practical guide to developing your own cross-platform Metaverse with Unity3D and Firebase

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Product type Paperback
Published in Sep 2023
Publisher Packt
ISBN-13 9781837631735
Length 586 pages
Edition 1st Edition
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Author (1):
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David Cantón Nadales David Cantón Nadales
Author Profile Icon David Cantón Nadales
David Cantón Nadales
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Table of Contents (20) Chapters Close

Preface 1. Part 1: Getting Started
2. Chapter 1: Getting Started with Unity and Firebase FREE CHAPTER 3. Chapter 2: Preparing Our Player 4. Chapter 3: Preparing Our Home Sweet Home: Part 1 5. Chapter 4: Preparing Our Home Sweet Home: Part 2 6. Chapter 5: Preparing a New World for Travel 7. Part 2: And Now, Make It Metaverse!
8. Chapter 6: Adding a Registration and Login Form for Our Users 9. Chapter 7: Building an NPC That Allows Us to Travel 10. Chapter 8: Acquiring a House 11. Chapter 9: Turning Our World into a Multiplayer Room 12. Chapter 10: Adding Text and a Voice Chat to the Room 13. Part 3: Adding Fun Features Before Compiling
14. Chapter 11: Creating an NPC That Allows Us to Change Our Appearance 15. Chapter 12: Streaming Video Like a Cinema 16. Chapter 13: Adding Compatibility for the Meta Quest 2 17. Chapter 14: Distributing 18. Index 19. Other Books You May Enjoy

Placing the player

If you remember when we designed the initial scene in Chapter 4, Preparing Our Home Sweet Home: Part 2, we placed the Prefab with the player in the scene, and when we pressed Play, we took the perspective of the player so we could move around.

Our project will become multiplayer from Chapter 9, Turning Our World into a Multiplayer Room, onward, so we will progressively make adjustments to the current configuration to reach that goal. The way in which we currently instantiate the player would not be useful in the future in a multiplayer project, as there is only one instance of the Prefab player in the scene; it is fixed, and everyone who connects will use the same player. Crazy, right?

That’s why in this final section, we will create a dynamic instancing system. Every time a player logs in and appears in the main scene, they will do so with a new Prefab player clone:

  1. First of all, save the current changes. Then, we need to go back to MainScene...
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