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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

Making a first person


For making a first person feature, let's take an agile approach to development. This means (in part) that we'll start by defining our new feature, or story, with a set of requirements. Then, we'll incrementally build and test this feature, one requirement at a time, by iterating and refining our work as we go along. Experimentation is not only allowed, it's encouraged.

Note

Agile software development is a broad term for methodologies that encourage small incremental and iterative developments in a fashion that's easy to respond to the changing and refined requirements.

Feature: As a first-person character, when I start walking, I will move through the scene in the direction I am looking until I indicate to stop walking.

Here are the requirements to achieve this feature:

  • Move in the direction you're looking

  • Keep your feet on the ground

  • Don't pass through solid objects

  • Don't fall off the edge of the world

  • Step over small objects and handle uneven terrain

  • Start and stop moving...

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