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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

Chapter 6. First-person Character

First-person Character

Ninja on Segway illustration by Alaric Holloway, used with permission

Surprisingly, we have gotten this far in a book about VR and are still only using a fixed position third-person camera! This was intentional.

The typical approach when one starts to build a VR application is to immediately place the user directly into the scene as a first-person character. After all, wearing a VR headset is inherently a first-person point of view. However, virtual reality does not always need to be from a first-person perspective. Watching and controlling the action from a third-person point of view, such as a diorama with live actors, is a legitimate approach. In fact, some research indicates that fast-paced action games, which can unavoidably cause motion sickness when played in VR from a first-person point of view, may benefit from a third-person perspective instead.

That said, in this chapter, we will now move ourselves into a controllable first-person character...

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