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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D

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Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Length 286 pages
Edition 1st 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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Toc

Table of Contents (13) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Objects and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-based Control 5. World Space UI 6. First-person Character 7. Physics and the Environment 8. Walk-throughs and Rendering 9. Using All 360 Degrees 10. Social VR Metaverse 11. What's Next?
Index

Adding multiplayer virtual reality


So far, we've learned about implementing multiplayer networking in Unity, but not specifically for VR. Now, we're ready for this. The way I've set things up, we do not need to change anything in our scene for it to work in VR.

Our avatar is just a head for a reason. In VR, the camera transform is controlled by the head pose from the HMD (Head-mounted Display) sensors. When the avatar is parented by the camera, it'll move in sync. While wearing the HMD, when you move your head and look around, the corresponding avatar in all the clients will move accordingly.

The Oculus Rift players

The scene presently has an instance of the standard FPSController, which includes a Camera component. We can use Unity 5's built-in VR support.

Navigate to File | Build Settings.... In the Build Settings dialog box, select Player Settings.... Then, under Other Settings, check off the Virtual Reality Supported checkbox.

The built-in Network Manager HUD is implemented in screen space...

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