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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

Really using your hands

The last couple of things we'll explore in the chapter involve getting your hands even more into virtual reality. In addition to buttons and touch pads, VR hand controllers can be tracked in 3D space along with your head. PC- and console-based VR, such as Rift, Vive, MR, and PSVR, are really very good at this, with full positionally tracked hand controllers for both left and right hands. Lower-end mobile VR, such as Daydream, has a single hand controller with limited tracking, but better than nothing.

To start, we'll take advantage of positional tracking by simply parenting the balloon to your hand model. On VR, without actual positional tracking, like Daydream, the location of your hand controller is approximated by the SDK software, but useful enough.

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