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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

Resetting center and position 


Sometimes in VR, the view presented in the headset is not quite in sync with your body's orientation. Device SDKs provide functions to reset the orientation of the headset with respect to the real-world space. This is often referred to as the recentering of the view.

Unity provides an API call that maps to the underlying device SDK to recenter the device, UnityEngine.VR.InputTracking.Recenter(). This function will center tracking to the current position and orientation of the HMD. It only works with seated and standing experiences. Room scale experiences are not affected.

At the time of this writing, Recenter does not work in SteamVR, even for seated configuration. The solution is to call the following code instead:

Valve.VR.OpenVR.System.ResetSeatedZeroPose();
Valve.VR.OpenVR.Compositor.SetTrackingSpace(Valve.VR.ETrackingUniverseOrigin.TrackingUniverseSeated);

The Daydream controller has reset built into the underlying system (press and hold the system button...

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