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 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 look at the various ways to present the user with information and input widgets in VR. User interface (UI) conventions found in desktop applications and video games may not work well in VR, because they operate in Screen Space. However, as we'll see, there are numerous other effective ways that you can use to approach UI that do make...