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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

Making the story interactive

So far, we used the Timeline to drive our entire VR story experience from start to finish. But in fact, Timelines are a playable asset like others in Unity. For example, if you select the BlackbirdDirector object and look in Inspector at its Playable Director, you'll see it has a Play On Awake checkbox, and it's presently checked. What we're going to do now is not play on awake, but rather start playing on a user event, namely looking directly at the small tree for a few seconds. And when the story ends, it resets itself.

Look to play

First, we'll add a LookAtTarget encasing the small tree and then use that to trigger playing the timeline:

  1. Select the BlackbirdDirector and uncheck...
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