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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

Summary

In Unity, UIs that are based on a Canvas object and the Event System include buttons, text, images, sliders, and input fields, which can be assembled and wired to objects in the scene. At the start of the chapter, I reviewed some of the UI design principles to consider when building your own UIs for VR.

We took a close look at various world space UI techniques and how they can be used in VR projects. We considered the ways in which the UI for VR differs from the UI for conventional video games and desktop applications, never using screen space UI. We implemented over a half-dozen of them, learning how each can be constructed, coded, and used in our own projects. These range from passive HUD info panels and dynamic in-game displays to interactive control panels with buttons. We learned about using TMP to make text information a truly graphical element. Our C# scripting got a little more advanced, probing deeper into the Unity Engine API and modular coding techniques...

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