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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
Languages
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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 FREE CHAPTER 2. Content, Objects, and Scale 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

The windshield HUD

The term heads-up display, or HUD, originates from its use in aircrafts, where a pilot is able to view information with their head positioned in such a way that they are looking forward rather down at their instrument panels. Owing to this usage, I'll refer it as windshield HUD. Like visor HUD, the information panel overlays the gameplay, but it isn't attached to your head. Instead, you can think of it as being attached to your seat while you are in a cockpit or at the dentist.

A visor HUD is like the UI canvas—it is attached to your head. A windshield HUD is like it's attached to a glass dome around you.

Let's create a simple windshield HUD by performing the following steps:

  1. From the Project panel, drag the DefaultCanvas prefab onto the MeMyselfEye object in the Hierarchy panel so that it becomes an immediate child of MeMyselfEye...
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