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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

The reticle cursor


A variant of the visor HUD that is essential in first-person shooter games is a reticle or crosshair cursor. The analogy here is that you're looking through a gun-sight or an eyepiece (rather than a visor), and your head movement is moving in unison with the gun or turret itself. You can do this with a regular game object (for example, Quad + texture image), but this chapter is about UI. So, let's use our canvas, as follows:

  1. Find your Main Camera object in the Hierarchy panel.

  2. From the Project panel, drag the DefaultCanvas prefab onto the camera object so that it becomes a child of the camera. Name it ReticleCursor.

  3. Set the Rect Transform component's Pos X, Pos Y, Pos Z to (0, 0, 1).

  4. Delete its child objects—Image and Text.

  5. Add a raw image child by selecting from the main menu bar navigating through GameObject | UI | Raw Image and making sure that it's a child of ReticleCursor.

  6. In the Raw Image panel's Rect Transform, set Pos X, Pos Y, Pos Z to (0, 0, 0) and Width, Height to...

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