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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
Languages
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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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Toc

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

Summary


In this chapter, we explored the relationship between the VR camera and objects in the scene. We first made Ethan (the zombie) walk randomly around the scene and enabled him to move by using a NavMesh, but then we directed his wanderings using a 3D cursor on the x, z ground plane. This cursor follows our gaze as we look around the scene in virtual reality. Lastly, we also used our gaze to shoot a ray at Ethan, causing him to lose health and eventually explode.

These look-based techniques can be used in non-VR games, but in VR, it's very common and almost essential. We'll be using them more in the later chapters of this book too.

In the next chapter, we will use our hands to interact with the virtual scene. We will learn about Unity Input events, as well as input systems for SteamVR, Oculus, and Windows Mixed Reality, to name a few. As this can get complicated, we'll write our own VR input event system to keep our application independent of the specific VR devices.

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