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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D

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Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Length 286 pages
Edition 1st Edition
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Author (1):
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 Linowes Linowes
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Linowes
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Table of Contents (18) Chapters Close

Unity Virtual Reality Projects
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Virtually Everything for Everyone FREE CHAPTER 2. Objects and Scale 3. VR Build and Run 4. Gaze-based Control 5. World Space UI 6. First-person Character 7. Physics and the Environment 8. Walk-throughs and Rendering 9. Using All 360 Degrees 10. Social VR Metaverse 11. What's Next?
Index

Summary


In this chapter, we took a deep dive into what it means to have a first-person character in Unity and virtual reality. We started by dissecting the Characters prefabs under Unity's Standard Assets and the components that they use, including Camera, Character Controller, and/or Rigidbody.

Then, we developed our own first-person character, starting with the static positioned VR camera rig that we used for our Diorama scene. We incrementally added features to move in the direction of your gaze, gravity, solid-object collisions, and use head gestures to start and stop walking. We made adjustments for camera height and explored the relationship between a first-person head versus a body in virtual reality. Lastly, we reviewed some of the factors that VR developers should think about to provide a comfortable VR experience and avoid motion sickness.

It is not my intent to say that you should always build your own first-person controllers instead of using the prefabs provided by Unity or VR...

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