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Complete Virtual Reality and Augmented Reality Development with Unity

You're reading from   Complete Virtual Reality and Augmented Reality Development with Unity Leverage the power of Unity and become a pro at creating mixed reality applications

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Product type Course
Published in Apr 2019
Publisher Packt
ISBN-13 9781838648183
Length 668 pages
Edition 1st Edition
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Authors (2):
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Jesse Glover Jesse Glover
Author Profile Icon Jesse Glover
Jesse Glover
Jonathan Linowes Jonathan Linowes
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Jonathan Linowes
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Table of Contents (24) Chapters Close

Title Page
Copyright
About Packt
Contributors
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. Animation and VR Storytelling 10. What AR is and How to Get Set up 11. GIS Fundamentals - The Power of Mapping 12. Censored - Various Sensor Data and Plugins 13. The Sound of Flowery Prose 14. Picture Puzzle - The AR Experience 15. Fitness for Fun - Tourism and Random Walking 16. Snap it! Adding Filters to Pictures 17. To the HoloLens and Beyond 1. Other Books You May Enjoy Index

Chapter 5. Handy Interactables

You're in a virtual world with all this cool stuff; it is our nature to try to reach out and touch something. While gaze-based selection, as we saw in the previous chapter, is a good first step for interacting with virtual scenes, most people intuitively want to use their hands. Most VR devices provide a hand controller to select, grab, and interact with virtual objects in the scene.

In this chapter, we introduce practices for capturing user input in Unity, illustrating how to use them in a simple VR scene. Everyone loves balloons, so in this project we will make balloons. We may even pop a few. We will continue from the previous chapter, using C# programming for basic scripting, and explore several software design patterns for user input. We will discuss the following topics:

  • Polling for input device data
  • Using scriptable data objects for storing and retrieving input state
  • Invoking and subscribing to input events
  • Using interactable components provided with device...
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