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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018

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Product type Paperback
Published in May 2018
Publisher Packt
ISBN-13 9781788478809
Length 492 pages
Edition 2nd 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 FREE CHAPTER 2. Content, Objects, and Scale 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. Exploring Interactive Spaces 10. Using All 360 Degrees 11. Animation and VR Storytelling 12. Social VR Metaverse 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Basic button input

Unity includes a standard Input Manager for accessing traditional game controller, keyboard, mouse, and mobile touchscreen input. This can include specific button presses, joystick axes, and the device accelerometer, for example. It also supports input from VR and AR systems.

The Input Manager provides an abstraction layer over the physical input devices. For example, you can reference logical inputs, such as the Fire1 button, which is mapped to a physical button. The mappings for your project can be set up and modified in Edit | Project Settings | Input.

For a general overview and details of Unity Input Manager, see https://docs.unity3d.com/Manual/ConventionalGameInput.html. For scripting the Input class, see https://docs.unity3d.com/ScriptReference/Input.html. Input mapping for various VR devices can be found at https://docs.unity3d.com/Manual/vr-input.html...
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