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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

Going where I'm looking

For our next objective, instead of being random, we'll send Ethan to wherever you look. As you know, the VR camera object in your scene moves with your head. This means you can tell where on the ground you're looking by drawing a line (a ray) from the camera, in the direction you're looking, until it penetrates the ground plane. The X, Y, Z points at which it hits the ground plane is where we will move WalkTarget to.

In Unity, this is accomplished by usingray casting. It's like shooting a ray from the camera and seeing what it hits. Ray casts are detected on objects that have a collider attached to them. In our scene, most of the objects we're using presently are built-in primitive 3D game objects (cube, sphere, and so on), and by default, Unity's 3D primitive game objects have a collider already attached. If you inspect GroundPlane in the scene, for example, you will see the following:

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