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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

Globes


First, let's use a standard Unity sphere, such as the one that we used in the earlier Crystal Ball example with the Earth texture image. Import this Tissot_euirectangular.png image, which is included with this book and perform the following steps:

  1. Move Cylinder 4 out of the way and set its Position to (-3, 0, -3.5).

  2. Create a new sphere by navigating to GameObject | 3D Object | Sphere, set its Position to (0, 1.5, 0), and name it Sphere 5. Add the Rotator script if you want.

  3. Drag the texture named Tissot_equirectangular onto the sphere.

  4. Try it in VR. Take a close look at the globe, as shown in the following image:

Note that unfortunately, the Tissot circles are oval, not circular, except along the equator. It turns out that the default sphere provided in Unity does not mesh well for equirectangular texture maps. Instead, I have provided one designed specifically for this purpose, PhotoSphere.fbx (which happens to be the default sphere model in 3D Studio Max). Let's try it:

  1. Move Sphere 5...

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