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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

Using Unity events for input

The third software pattern we will explore using Unity Events. Events allow decoupling of the source of the event from the consumer of the event. Basically, events are a messaging system where one object triggers an event. Any other objects in the project can listen for the event. It can subscribe a specific function to be called when the event occurs.

You can set this up using drag-and-drop via the Unity Inspector. Or you can subscribe listener functions in scripts. In this example, we will minimize the scripting involved, and use the Unity editor to subscribe to events.

Events are a very rich topic and we can only introduce them here. For more information on using Unity Events, there are a lot of good references online, including the Unity tutorials https://unity3d.com/learn/tutorials/topics/scripting/events and https://unity3d.com/learn/tutorials...
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