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Unity 2020 Virtual Reality Projects

You're reading from   Unity 2020 Virtual Reality Projects Learn VR development by building immersive applications and games with Unity 2019.4 and later versions

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Length 592 pages
Edition 3rd 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 2. Understanding Unity, Content, and Scale FREE CHAPTER 3. Setting Up Your Project for VR 4. Using Gaze-Based Control 5. Interacting with Your Hands 6. Canvasing the World Space UI 7. Teleporting, Locomotion, and Comfort 8. Lighting, Rendering, Realism 9. Playing with Physics and Fire 10. Exploring Interactive Spaces 11. Using All 360 Degrees 12. Animation and VR Storytelling 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Making the story interactive

So far, we've used 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 Blackbird Director object and look in Inspector at its Playable Director component, you'll see it has a Play On Awake checkbox and that it's currently 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. When the story ends, we'll make it reset itself.

Look to play

An interesting design pattern for VR application is to wait for the player to look at something before it starts animating or otherwise becomes active in the scene. After all, it'd be a shame for the user to not notice things and miss all the action! We'll demonstrate this idea in our project by waiting for the user to look at the small tree before...

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