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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
Languages
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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

Summary


In this chapter, we explored many different ways of moving around within your virtual environments. We started by examining Unity's components that support conventional third-person and first-person characters and quickly realized most of those capabilities are not too useful in VR. For instance, we don't want the app to bob our head up and down as we walk, and we don't necessarily want to go jumping off buildings either. Moving around is important, but player comfort is more so. You don't want to induce motion sickness.

Locomotion is moving smoothly and linearly across the scene, akin to walking. Using gaze-based mechanics, we implemented moving in the direction you're looking and used input buttons to start and stop. Then, we separated the locomotion from head direction, always moving "forward" and using a separate input (thumbpad) to change the angle our body is facing. With this comfort mode, you can locomote and still look around. 

Jumping to a new location is called teleportation...

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