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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

Popping balloons

Do you want to pop some balloons? "No", said no one ever! Let's add that feature and make a little game out of this. First, we'll make the balloons poppable with collision detection and an explosion. Then we'll add a ball to the scene that you can throw at a balloon to pop it. And after the ball is thrown, we'll fetch it back by resetting it to its original position after a short delay.

Making the balloons poppable

The Unity physics engine can detect when two objects collide. To do this, each object must have aCollider component attached. You can then have the collision trigger an event. We can also subscribe to that event to make something else happen, like play an explosion effect. This is set up on the balloon prefab. Let's do that now:

  1. In the ProjectPrefabs/ folder, open your Balloon prefab for editing by double-clicking it.
  2. SelectComponent |Physics |Sphere Collider.
  3. ...
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