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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
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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

Building a wrist-based menu palette

Some VR applications, designed for two-handed setups such as Oculus Rift, HTC Vive, and Windows MR, give you a virtual menu palette attached to one wrist while the other hand selects buttons or items from it. Let's see how that is done. This scenario will assume you have a two hand controller VR system. We'll describe it using the SteamVR camera rig, involving attaching the controls to your left hand and selecting them with your right.

Converting our dashboard control panel into a wrist palette is not too difficult. We just need to scale it appropriately and attach it to the hand controller.

Given you've built the scene up to the point described in the previous Using Unity UI and SteamVR section, including the SteamVR Player rig (instead of [CameraRig]), we'll duplicate and repurpose the Dashboard to use it on your left wrist...

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