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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

Juicing the scene

Having the basic mechanics implemented, we can now juice it! First, we'll replace our red bouncy balls with hot fireballs. Then, we'll replace our ground plane and wall with a more graphic 3D artwork skull platform, and we can turn this into a rhythm beat game by synchronizing the balls to music!

The term juice it for game design was popularized by Jonasson and Purho in their presentation talk from 2012, Juice it or lose it—a talk by Martin Jonasson & Petri Purho (https://www.youtube.com/watch?v=Fy0aCDmgnxg). A juicy game feels alive and responds to everything you do, with tons of cascading action and response for minimal user input.

Great balls of fire

Let's change the balls from being red bouncy balls to balls of fire! Instead of mesh geometry, we will use a Particle Systemto render it. There are a lot of ways to get particle effects into your Unity project. If you recall, inChapter 4,UsingGaze-Based Control...

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