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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

User calibrations


How tall are you? Are you presently sitting or standing? Am I referring to your real-life human self or your player inside the virtual world? Your first-person VR experience may not feel right if your virtual self isn't calibrated.

Mind you, I am not referring to your VR headset's physical configurations. For example, Oculus Configuration Utility lets you calibrate the settings for eye relief (how far the HMD lenses are from your eyes) and Interpupillary Distance (IPD) (distance between your eyes), which affect the low-level distortion rendering that is performed by the SDK drivers. Although those may be important to have a satisfactory experience, I'm referring to calibrating the in-game character in the scene with you—the player.

A character's height

I do not know whether you've been paying much attention to the first-person camera height, but it appears that we shrunk recently. Before this chapter, the eye-level of the camera was set to be eye-to-eye with Ethan. Now, we...

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