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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

A reusable default canvas

Unity's UI canvas provides lots of options and parameters to accommodate the kinds of graphical layout flexibility that we have come to expect not only in games, but also from the web and mobile apps. With this flexibility comes additional complexity. To make our examples in this chapter easier, we'll first build a reusable prefab canvas that has our preferred default settings.

Create a new canvas and change its Render Mode to world space as follows:

  1. Navigate to GameObject | UI | Canvas.
  2. Rename the canvas as DefaultCanvas.
  3. Set Render Mode to world space.

The Rect Transform component defines the grid system on the canvas itself, like the lines on a piece of graph paper. It is used for the placement of UI elements on the canvas. Set it to a convenient 640 x 480, with a 0.75 aspect ratio. The Rect Transform component's width and height are different from the world space size of the canvas in our scene. Let's configure the Rect Transform component using...

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