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Complete Virtual Reality and Augmented Reality Development with Unity

You're reading from   Complete Virtual Reality and Augmented Reality Development with Unity Leverage the power of Unity and become a pro at creating mixed reality applications

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Product type Course
Published in Apr 2019
Publisher Packt
ISBN-13 9781838648183
Length 668 pages
Edition 1st Edition
Languages
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Authors (2):
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Jesse Glover Jesse Glover
Author Profile Icon Jesse Glover
Jesse Glover
Jonathan Linowes Jonathan Linowes
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Jonathan Linowes
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Toc

Table of Contents (24) Chapters Close

Title Page
Copyright
About Packt
Contributors
Preface
1. Virtually Everything for Everyone 2. Content, Objects, and Scale FREE CHAPTER 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. Animation and VR Storytelling 10. What AR is and How to Get Set up 11. GIS Fundamentals - The Power of Mapping 12. Censored - Various Sensor Data and Plugins 13. The Sound of Flowery Prose 14. Picture Puzzle - The AR Experience 15. Fitness for Fun - Tourism and Random Walking 16. Snap it! Adding Filters to Pictures 17. To the HoloLens and Beyond 1. Other Books You May Enjoy Index

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 the Play On Awake checkbox
  2. For reference, set the Tree game object Scale to its starting keyframe Scale (0.1, 0.1, 0.1
  3. In Hierarchy, create a cube (Create | 3D Object | Cube) and name it LookAtTarget
  4. Scale and place it to encase the small tree, Scale (0.4, 0.5, 0.4), Position (0, 0.3, 0...
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