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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018

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Product type Paperback
Published in May 2018
Publisher Packt
ISBN-13 9781788478809
Length 492 pages
Edition 2nd Edition
Languages
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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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Table of Contents (15) Chapters Close

Preface 1. Virtually Everything for Everyone FREE CHAPTER 2. Content, Objects, and Scale 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. Exploring Interactive Spaces 10. Using All 360 Degrees 11. Animation and VR Storytelling 12. Social VR Metaverse 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Techniques for teleportation

Pointer teleportation is a mechanic where you point to a location you want to go to, and you jump there. No gliding. You just teleport to the new location. A laser beam or arc may be drawn, along with a teleport location receptacle to indicate where you may go.

As we've seen in previous chapters, we can make our own scripts. But since this is a core feature of VR applications, teleportation components are often included with device SDK toolkits. We'll write our own and consider some provided ones afterward.

To begin, if you have a saved version of the scene from Chapter 4, Gaze-Based Control, you can start with that. You may disable a few objects that we do not need, including Ethan and WalkTarget. Or, build a similar simple new scene containing a ground plane, some 3D objects as obstacles, and a copy of your MeMyselfEye prefab.

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