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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

User calibrations


How tall are you? Are you presently sitting or standing? Am I referring to your real-life human self or your player inside the virtual world? Your first-person VR experience may not feel right if your virtual self isn't calibrated.

Mind you, I am not referring to your VR headset's physical configurations. For example, Oculus Configuration Utility lets you calibrate the settings for eye relief (how far the HMD lenses are from your eyes) and Interpupillary Distance (IPD) (distance between your eyes), which affect the low-level distortion rendering that is performed by the SDK drivers. Although those may be important to have a satisfactory experience, I'm referring to calibrating the in-game character in the scene with you—the player.

A character's height

I do not know whether you've been paying much attention to the first-person camera height, but it appears that we shrunk recently. Before this chapter, the eye-level of the camera was set to be eye-to-eye with Ethan. Now, we...

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