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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

Resetting center and position

Sometimes in VR, the view presented in the headset is not quite in sync with your body's orientation. Device SDKs provide functions to reset the orientation of the headset with respect to the real-world space. This is often referred to as the recentering of the view.

Unity provides an API call that maps to the underlying device SDK to recenter the device, UnityEngine.VR.InputTracking.Recenter(). This function will center tracking to the current position and orientation of the HMD. It only works with seated and standing experiences. Room scale experiences are not affected.

At the time of this writing, Recenter does not work in SteamVR, even for seated configuration. The solution is to call the following code instead:

Valve.VR.OpenVR.System.ResetSeatedZeroPose();
Valve.VR.OpenVR.Compositor.SetTrackingSpace(Valve.VR.ETrackingUniverseOrigin.TrackingUniverseSeated...
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