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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

The in-game world space UI

Game objects in your game world that use UI elements might include billboards, scoreboards, control panels, handheld menu palettes, puzzles, and so on. What all of these have in common is that they are objects in the scene that are meant to convey some information and/or indicate that the user should interact with them to perform some operations. They are better served if they are able to dynamically update with runtime information, so a pre-saved texture image or sprite will not be sufficient. In this section, we will try a couple of different scenarios—a scoreboard and an info bubble. We will also introduce the powerful TextMesh Pro (TMP) tools, which are built into Unity and give greater control over your text graphics. We'll start with the scoreboardgame element example, and then implement an info bubble.

Making a scoreboard

When Ethan gets killed in the diorama scene from Chapter 4, Using Gaze-Based Control, the score...

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