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Unity 2020 Virtual Reality Projects - Third Edition

You're reading from  Unity 2020 Virtual Reality Projects - Third Edition

Product type Book
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Pages 592 pages
Edition 3rd Edition
Languages
Author (1):
Jonathan Linowes Jonathan Linowes
Profile icon Jonathan Linowes

Table of Contents (15) Chapters

Preface 1. Virtually Everything for Everyone 2. Understanding Unity, Content, and Scale 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

Building a headshot game

Wouldn't it be fun to actually play with these bouncy balls? Let's make a game where you aim the ball at a target using your head as a paddle. For this game, balls drop one at a time from above and bounce off your forehead (face), while you try aiming for a target. To implement this, we will create a cube as a child of the camera object that provides a collider that tracks the player's head movement. I decided a cube-shaped collider would be better for this game than a sphere or capsule because it provides a flat surface that will make the bounce direction more predictable. For a target, we'll use a flattened cylinder. We'll also add sound-effect cues to indicate when a new ball has been released and when a ball has hit the target.

To begin, we can build on the previous scene, adding an XR Rig. To do that, follow the steps given next:

  1. Save the current scene named 09-2-BallGame by clicking File | Save...
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