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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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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

Shooter ball game


For the next iteration of this project, we'll shoot balls at the player and you have to hit them at a target on a wall. There's not a lot of innovation in this version, but it shows how you can take an existing mechanic and turn it on its side (both literally and figuratively).

To begin, lets make a wall and put the target on it:

  1. In the Hierarchy root, create an Empty game object named TargetWall and 
  2. Position it at (0, 0, 5)
  3. Create a child Cube and name it Wall
  4. Set the Wall Scale to (10, 5, 0.1) and Position (0, 2.5, 0)
  5. Create a new Material named Wall Material
  6. Set its Rendering Mode to Transparent, and its Albedo color to (85, 60, 20, 75) so it's a translucent glassy color
  7. Move the Target to a child of TargetWall
  8. Modify the Target Transform Scale to (1.5, 0.1, 1.5), Rotation (90, 0, 0), and Position (0, 2.5, -0.25) so it's smaller and just in front of the wall itself

Next, instead of serving balls by dropping them out of the sky and relying on gravity, we'll shoot balls at you...

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