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Unity 2020 Virtual Reality Projects

You're reading from   Unity 2020 Virtual Reality Projects Learn VR development by building immersive applications and games with Unity 2019.4 and later versions

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Length 592 pages
Edition 3rd 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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Table of Contents (15) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Understanding Unity, Content, and Scale FREE CHAPTER 3. Setting Up Your Project for VR 4. Using Gaze-Based Control 5. Interacting with Your Hands 6. Canvasing the World Space UI 7. Teleporting, Locomotion, and Comfort 8. Lighting, Rendering, Realism 9. Playing with Physics and Fire 10. Exploring Interactive Spaces 11. Using All 360 Degrees 12. Animation and VR Storytelling 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Summary

In this chapter, we explored a variety of software patterns for handling user input for your VR projects. The player uses a controller button, the trigger, to create, inflate, and release balloons into the scene. First, we tried the standard Input class for detecting logical button clicks, like the XRI_Right_TriggerButton button, and implemented it using a polling design pattern. Then we replaced that with Unity events instead of polling, decoupling our BalloonController script from the input itself. Later, this was even more important when we used the XR Interaction Toolkit's Interactor events to implement the same mechanic.

We learned about the XR Interaction Toolkit and its Interactor/Interactable design pattern. We saw how the XR Rig's hand controllers are the Interactors in the scene. We also created Interactables, including the balloon gun and the ball projectile, that you can grab, activate, and throw. We learned how to wire into the Interaction...

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