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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

Adding Ethan, the walker

Gaming is a common application of virtual reality. So, we might as well start out from there, too! We are going to give our character, Ethan, a life of his own. Well, sort of (or not), because he's going to become a zombie!

We left off the Diorama scene at the end of Chapter 2, Understanding Unity, Content, and Scale, with Ethan hanging out. If, by chance, you skipped that part and don't have Ethan in your Project assets, import the UnityStandard Assetspackage (https://assetstore.unity. com/packages/essentials/asset-packs/standard-assets-for-unity-2017-3-32351 ) by following the instructions in theUsing Unity Legacy Standard Assets section in Chapter 2, Understanding Unity, Content, and Scale, in this book.You may need to delete any error scripts (that we won't be using) and convert imported materials into the current render pipeline. We then need to drag a copy of the ThirdPersonController version of Ethan from theProjectAssets...

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