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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
Teleporting, Locomotion, and Comfort

Up to this point in this book, the player's point-of-view camera has been stationary. In this chapter, we'll start to move around as we consider various mechanics for locomotion and teleportation. Locomotion in Virtual Reality (VR) generally refers to moving around a virtual scene and, specifically, moving in a continuous way. Teleportation refers to moving to a new location in a single discrete jump. Both of these techniques are compatible with stationary and room-scale tracking. In stationary tracking, locomotion and teleportation are the only means for moving within the scene.

In room-scale tracking, the player can physically walk around the scene within the bounds of the play space, yet can also use locomotion and teleportation to move to a new location. In that case, the play space origin itself (for example, XR Rig) is moved, as we'll see in the various examples...

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