Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Length 286 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
 Linowes Linowes
Author Profile Icon Linowes
Linowes
Arrow right icon
View More author details
Toc

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

A responsive object UI with head gestures


The last UI technique that I'll discuss is where the UI elements are not necessarily visible at all times. Rather, they may be invoked in context as a part of the gameplay. I call this a responsive object UI.

For example, in conventional video games, you might have an ammunition gauge that's always visible. In VR, you can wait for the user to look down at the weapon in his hands, and then an ammo meter on the weapon lights up, showing its status.

In this example, we are going to make the dashboard that we just built appear only when we can infer that it is the user's intent to access it. The mechanism should feel quite natural—you look down towards you feet quickly and the dashboard slides out, and when you look away after a few seconds it tucks itself in again.

Using the head position

Let's try just using the camera angle to tell if you're looking down, say within 60 degrees of looking straight down. Create a new script on the GameController named HeadGesture...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime
Visually different images