Search icon
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Enhancing Virtual Reality Experiences with Unity 2022

You're reading from  Enhancing Virtual Reality Experiences with Unity 2022

Product type Book
Published in Nov 2023
Publisher Packt
ISBN-13 9781804619537
Pages 566 pages
Edition 1st Edition
Languages
Author (1):
Steven Antonio Christian Steven Antonio Christian
Profile icon Steven Antonio Christian

Table of Contents (25) Chapters

Preface 1. Part 1: Philosophy and Basics of Understanding Virtual Reality
2. Chapter 1: Philosophy of Building Immersive Experiences 3. Part 2: Technical Skills for Building VR Experiences in Unity (Assets, GameObjects, Scripts, and Components)
4. Chapter 2: Building VR Scenes in Unity 5. Chapter 3: Working with Inputs and Interactions 6. Chapter 4: Using Game Objects, Materials, and Prefabs 7. Chapter 5: Implementing Animation – Physics and Colliders 8. Chapter 6: Lighting Your Worlds and Experiences 9. Chapter 7: Creating Immersion with Sound 10. Chapter 8: Working with C#, Unity Events, and Input Actions 11. Chapter 9: Unlocking the Power of Render Pipelines 12. Part 3: Projects: Putting Skills Together
13. Chapter 10: Design Thinking for Virtual Reality Experiences 14. Chapter 11: Adding Audio to a Virtual Reality World 15. Chapter 12: Building an Art Gallery 16. Chapter 13: Animating a Virtual Reality Experience 17. Chapter 14: Recording Virtual Reality Videos 18. Chapter 15: Enhancing Virtual Reality Rigs 19. Chapter 16: Triggering Actions in Virtual Reality 20. Chapter 17: Destroying Objects in Virtual Reality 21. Part 4: Final Touches
22. Chapter 18: Optimizing Your Virtual Reality Experiences 23. Index 24. Other Books You May Enjoy

Destroying GameObjects with projectiles

The core focus of this section is on destroying GOs, not just using the destroy function within a C# script, but creating a destructive experience and putting that in the hands of the user who navigates the virtual world. It’s not fun if everything is pristine and perfect without any damage or water damage on anything. Nobody wants curated experiences that don’t have a chink in their armor. By allowing users to interact with the virtual world and have consequences for those interactions, whether good or bad, we can tap into the risk-reward feature and element of VR. If there’s something to lose, that means there’s a risk and a reward, and people will risk what they have to lose to go for that reward. It creates an innate challenge that is interesting to see play out when you release your projects and share them with the world.

To destroy GOs when they are hit by projectiles, follow these steps:

  1. Open the...
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 €14.99/month. Cancel anytime}