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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018

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Product type Paperback
Published in May 2018
Publisher Packt
ISBN-13 9781788478809
Length 492 pages
Edition 2nd 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. Content, Objects, and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-Based Control 5. Handy Interactables 6. World Space UI 7. Locomotion and Comfort 8. Playing with Physics and Fire 9. Exploring Interactive Spaces 10. Using All 360 Degrees 11. Animation and VR Storytelling 12. Social VR Metaverse 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Visor HUD

A heads-up display, or HUD, is a floating canvas in your field of view that overlays the gameplay scene. In VR vernacular, there are two variations of HUDs. I'll call these variations the visor HUD and the windshield HUD. This section looks at the first one.

In visor HUD, the UI canvas is attached to the camera. It doesn't appear to respond to your head movement. When you move your head, it appears to be stuck to your face. Let's look at a nicer way of visualizing it. Suppose you're wearing a helmet with a visor, and the UI appears projected onto the surface of that visor. There may be contexts where this is OK in virtual reality, but it is likely to break the sense of immersion. So, it should generally only be used either when the visor is a part of the gameplay, or if the intent is to take you out of the scene, such as the utility menus for the...

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