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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

Tracking your hands

To start taking advantage of the positional tracking of your hands, we simply need to parent the balloon prefab to the hand model. Our scene includes an XR Rig that contains not only the Main Camera that is positionally tracked with the player's head-mounted display, but it also contains a LeftHand Controller and RightHand Controller that are tracked with the player's hand controllers. Any game object that is a child of the hand controller object will be tracked along with it. To implement this, we will first modify the CreateBalloon function so that new balloons are attached to your hand controller and move with it as you move your hands. As we'll see, this introduces a new problem where the balloons are not necessarily positioned upright, so we'll fix that as well.

Parenting the balloon to your hand

The Balloon Controller will need to know which hand pressed the button and parent the balloon to that controller object. Specifically...

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