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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
Languages
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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

Climbing a wall

Many VR games include the ability to climb a wall or ladder; that is, locomotion in a vertical direction. In this section, we will implement a wall-climbing exercise using a hand-over-hand grab-and-pull mechanic. Given a climbing wall, the player can reach up and grab a hold, then pull themself up, reach with the other hand to grab another hold, and so on. But if you let go with both hands, you'll fall! For this, we're going the use the XRI Toolkit's Interactor and Interactable components. We'll build a wall with a series of GrabHold prefabs. Then, we'll write two scripts. A GrabPull script notifies the ClimbController when the player has grabbed or released a hold. The ClimbController moves the XR Rig, and it detects when the player has completely let go, causing them to fall.

Begin with a basic scene such as the one defined at the top of this chapter, as follows:

  1. Open the scene by clicking File | Open Scene...
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