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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

Maintaining a sense of self


In VR, you could just be a floating one-dimensional eyeball in virtual space (like our initial Diorama camera), a normal human being, or maybe some full-bodied space creature. We have focused on walking around the scene and discussed how to set the camera height to the eye level. The implication was that someone experiencing VR has a sense of their own body. However, the camera height actually only makes sense when there's also a ground plane or some other stable reference point in your vicinity. When you're flying around like a bird, plane, or Superman, then the body height may not matter much.

Yet in the physical world, we all really do have bodies, and our brains kind of expect that. Issues surrounding the sense of self can get very psychological, philosophical, and even religious. Also, it's mind-bending what VR might eventually be able to do in this regard. For now, we should focus on what we need in order to help make our VR experiences comfortable for our...

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