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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

Go where I'm looking


In this next script, instead of being random, we'll send Ethan to wherever we look. In Unity, this is accomplished by using ray casting. It's like shooting a ray from the camera and seeing what it hits (for more information, visit http://docs.unity3d.com/Manual/CameraRays.html).

We're going to create a new script, which will be attached to WalkTarget like before, as follows:

  1. Select the WalkTarget object in the Hierarchy panel or the Scene view.
  2. In its Inspector panel, click on the Add Component button.
  3. Select New Script.
  4. Name it LookMoveTo.
  5. Ensure that the C Sharp language is selected.
  6. Click on Create and Add.

This should create a script component on the WalkTarget object. Double-click on it to open it in your code editor.

Note

This LookMoveTo script replaces the RandomPosition one we created before. Disable the RandomPosition component of WalkTarget before proceeding.

The LookMoveTo script

In our script, each time Update() is called, we'll read where the camera is pointing (by...

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