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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

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...

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