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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

Pointing and clicking with VR components

As we have seen, while Unity provides UI elements such as canvas text, buttons, and other controls that are specially tuned for conventional screen space UI and mobile app, using them in World Space and tying them together with VR user input can get pretty involved. World space interactions assume some physics, colliders, and ray casts to detect interaction events.

Fortunately, VR device-specific toolkits may provide components that take care of some of this work already. As we saw in previous chapters, device manufacturers provide toolkits built atop their Unity SDK with convenient scripts, prefabs, and demo scenes that illustrate how to use them.

In this case, we're looking for components that let you design scenes using Unity UI elements on a canvas, take advantage of all their EventSystem interactivity goodness, use world space...

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