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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

Summary

In this chapter, we explored the relationship between the VR camera and objects in the scene. First, we made Ethan (the zombie) walk randomly around the scene and enabled him to move by using a NavMesh, but then we directed his wanderings using a 3D cursor on the X, Z ground plane. This cursor follows our gaze as we look at new locations on GroundPlane in virtual reality. Lastly, we also used our gaze to shoot a ray at Ethan, causing him to lose health and eventually explode. These look-based techniques can be used in non-VR games, but in VR, it's very common and almost essential. We'll be using them more in the later chapters of this book too.

In this chapter, you learned and used more features of Unity, all of which are very important for VR development. We used several different built-in components that control the behavior of game objects, including NavMesh and Particle Systems. We modified Materials and Textures, including painting with PolyBrush...

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