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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D

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Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Length 286 pages
Edition 1st 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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Toc

Table of Contents (13) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Objects and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-based Control 5. World Space UI 6. First-person Character 7. Physics and the Environment 8. Walk-throughs and Rendering 9. Using All 360 Degrees 10. Social VR Metaverse 11. What's Next?
Index

Jumping


When we created the trampoline, I mentioned that our implementation doesn't require you to jump to start bouncing. However, jumping is a fun idea, whether on a trampoline or not. Some games use the keyboard spacebar or a controller button to make your avatar jump. We'll now implement a simple jump gesture from the VR headset, which applies a vertical velocity to our movement.

Note

Note that this will not work with headsets that lack positional tracking, such as Google Cardboard and GearVR.

Feature: When I jump, my character in VR jumps.

To implement a jump gesture, we'll look for a rapid change in the Y position of the headset, which is very similar to the head nod gesture that we did in Chapter 5, World Space UI, (which checked for a rapid change in the x-axis angle). When a jump gesture is detected, we'll apply a vertical force to the first-person , as follows:

  1. With MeMyselfEye selected in Hierarchy, create the script by navigating to Add Component | New Script.

  2. Name it JumpGesture...

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