Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Course
Published in Apr 2019
Publisher Packt
ISBN-13 9781838648183
Length 668 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Jesse Glover Jesse Glover
Author Profile Icon Jesse Glover
Jesse Glover
Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
Arrow right icon
View More author details
Toc

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

Managing game objects


Whenever you have a script that instantiates objects, you must be aware of the life cycle of the object and possibly arrange to destroy it when it is no longer needed. You can destroy game objects, for example, after it is no longer visible in the scene, or after a specific life duration, or limit the scene to a maximum number of balls. 

Destroying fallen objects

In our scene, we have a limited size ground plane and as balls hit one another, some will fall off the plane into oblivion. At that point, we can remove the fallen ball from the scene. Watch the Hierarchy panel as new balls are instantiated. Note that some balls end up bouncing off the plane platform but remain in the Hierarchy panel. We need to clean this up by adding a script that destroys the balls that are out of play, as follows:

  1. Select the BouncyBall prefab in Project Assets/Prefabs
  2. Navigate to Add Component | New Script and name it DestroyBall

Here's a DestroyBall.cs script, which will destroy the object...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime