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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

An in-game dashboard with input events


An in-game dashboard is a UI display that is integrated into the game itself. A typical scenario is an automobile or a space ship, where you are seated in a cockpit. At waist level (desk level) is a panel with a set of controls, gauges, information displays, and so on. Dashboards generally feel more natural in a seated VR experience.

A few pages back, we discussed windshield HUDs. Dashboards are pretty much the same thing. One difference is that the dashboard may be more obviously a part of the level environment and not simply an auxiliary information display or a menu.

In fact, dashboards can be a very effective mechanism to control VR motion sickness. Researchers have found that when a VR user has a better sense of being grounded and has a consistent horizon line in view, he's much less likely to experience nausea while moving around a virtual space. The opposite being a floating one-dimensional eyeball with no sense of self or grounding, which is asking...

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