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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
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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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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

Juicing the scene


Having the basic mechanics implemented, we can now juice it! One of my favorite VR games is the popular Audio Shield (http://audio-shield.com/). We're almost there building our own, we just need to add fireballs, a compelling environment scene, and synchronizing the fireball shots with music! 

Note

The term juice it for game design was popularized by Jonasson and Purho in their presentation talk from 2012,  Juice it or lose it - a talk by Martin Jonasson & Petri Purho (https://www.youtube.com/watch?v=Fy0aCDmgnxg). 

A juicy game feels alive and responds to everything you do, tons of cascading action and response for minimal user input.

Great balls of fire

In the previous section, we disabled Use Gravity on the shooting balls. We did this in anticipation of changing the balls from being bouncy balls to balls of fire. Let's make that magic happen now. We will use the Particle System to render it instead of mesh geometry.

There are a lot of ways to get particle effects into your...

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