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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

Summary

In this chapter, we built a game that uses Unity's Physics Engine and a number of other features. First, we explained in layman's terms the relationship between Rigidbody, Colliders, and Physic Materials, and explored how the physics engine uses these to determine the velocity and collision of objects in the scene.

Then, we considered the life cycle of game objects and implemented an object pooler that helps avoid memory fragmentation and garbage collection, which can lead to performance problems and VR discomfort.

Using what we learned, we implemented several variations of a ball game, first aiming for a target with your head, then using hand paddles. We modified the game so that, instead of serving balls from above-using gravity, we shoot them from in front and apply a velocity vector. Lastly, we juiced up our game, changing the bouncy balls into fireballs...

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