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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

Gaze-Based Control

Right now, our diorama is a third-person virtual reality experience. When you go into it, you're like an observer or a third-person camera. Sure, you can look around and add controls that let you move the camera's viewpoint. However, any action in the scene is from a third-person perspective.

In this chapter, we'll pretty much stay in the third-person mode, but we'll get a little more personally involved. We will explore techniques that can be used to control objects in your virtual world by looking and staring. Our character, Ethan, will be under your control, responding to where you look. Furthermore, we'll start programming the Unity scripts. Along the way, we will discuss the following topics:

  • Adding AI (short for artificial intelligence) and NavMesh to our third-person character, Ethan
  • Unity programming in C#
  • Using our gaze to...
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