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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

Using the Animation editor


Next, we'll create another animation track, to animate the nest so it starts positioned in the grown tree and then drifts slowly to the ground, wafting like a falling leaf. We want it to exhibit a gentle rocking motion. This is a little more complicated than the simple two-keyframe animation we just did, so we'll do our work in a separate Animation Window instead of the narrow track band on the Timeline Editor. It will animate from 0:35 to 0:45. 

Animations are based on Keyframes. To animate a property, you create a Keyframe and define the property values for that frame in time. In the previous example, we had just two Keyframes, for the start and end Scale values. Unity fills in-between values with a nice curve. You can insert additional Keyframes, and edit the curve shape.

A wafting nest

Let's assume your scene already has the nest positioned on the ground, where we want it to end up with the following steps:

  1. Drag the NestAndEgg object from Hierarchy into the Timeline...
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