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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
Languages
Tools
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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
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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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

Summary


In this chapter, we built an animated VR story. We began by deciding what we want to do, planning out the timeline, music track, graphic assets, animation sequences, and lighting. We imported our assets and placed them in the scene, then created a Timeline and roughed out when specific objects are enabled and disabled using an Activation Track. Next, we animated several objects, including growing the tree, floating the nest, and rumbling the egg. We also animated the lighting, learning how to animate game object parameters other than Transforms.

We also used Animation Clips and an Animator Controller, using animations imported from a third-party package. We reviewed a script that calls into the Animator and wrote a controller on top of that, to fly the bird from location to location. Lastly, we added interactions to the story, using gaze-based control to start and replay the experience.

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