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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

A reusable default canvas

Unity's UI canvas provides lots of options and parameters to accommodate the kinds of graphical layout flexibility that we have come to expect not only in games but also from web and mobile apps. With this flexibility comes additional complexity. To make our examples in this chapter easier, we'll first build a reusable prefab canvas that has our preferred default settings.

Create a new canvas and change its Render Mode to world space as follows:

  1. Navigate to GameObject | UI | Canvas
  2. Rename the canvas as DefaultCanvas
  3. Set Render Mode to World Space

The Rect Transform component defines the grid system on the canvas itself, like the lines on a piece of graph paper. It is used for the placement of UI elements on the canvas. Set it to a convenient 640 x 480, with a 0.75 aspect ratio. The Rect Transform component's width and height are different...

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