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Unity Virtual Reality Projects

You're reading from  Unity Virtual Reality Projects

Product type Book
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Pages 286 pages
Edition 1st Edition
Languages
Author (1):
Jonathan Linowes Jonathan Linowes
Profile icon Jonathan Linowes

Table of Contents (18) Chapters

Unity Virtual Reality Projects
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Virtually Everything for Everyone Objects and Scale VR Build and Run Gaze-based Control World Space UI First-person Character Physics and the Environment Walk-throughs and Rendering Using All 360 Degrees Social VR Metaverse What's Next?
Index

Ethan, the walker


A starting point for much of VR is gaming. So, we might as well start out from there, too! We are going to give our character, Ethan, a life of his own. Well, sort of (or not), because he's going to become a zombie!

We left off at the diorama, with Ethan hanging out. You can make him run around the scene if you have a keyboard or gamepad, but in today's VR having that is not guaranteed. In fact, if you're viewing the scene with a Google Cardboard, it's pretty unlikely that you'll have a handheld controller (notwithstanding the Bluetooth game controllers). Let's be honest. Even with the Oculus Rift, requiring a keyboard or a gamepad controller is not very user-friendly, since you can't see your hands. Perhaps, there's another way to make him move around. One technique is to use the direction of your gaze while wearing your VR headset.

Before we attempt this, we'll first transform Ethan into a zombie and have him walk around aimlessly without any user control. We'll do this...

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