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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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Toc

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

Chapter 8. Playing with Physics and Fire

In this chapter, we will use physics and other Unity features to build variations of an interactive ball game. Along the way, we explore managing objects, Rigidbody physics, and adding more interactivity to the virtual experience. You will see how properties and materials based on physics can be added to objects, as well as more on C# scripting, particle effects, and music.

In this chapter, you will learn about the following topics:

  • The Unity physics engine, the Unity Rigidbody component, and Physic Materials
  • Using velocity and gravity
  • Managing object lifetime and object pooling
  • Interacting with objects in VR using your head and hands
  • Building a fireball using particle effects
  • Synchronizing with music 

Note

Note that the projects in this chapter are separate and are not directly required by the other chapters in this book. If you decided to skip any of it or not save your work, that's OK.

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