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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

Globes


First, let's use a standard Unity sphere, such as the one that we used in the earlier Crystal Ball example with the Earth texture image. Import this Tissot_euirectangular.png image, which is included with this book and perform the following steps:

  1. Move Cylinder 4 out of the way and set its Position to (-3, 0, -3.5).

  2. Create a new sphere by navigating to GameObject | 3D Object | Sphere, set its Position to (0, 1.5, 0), and name it Sphere 5. Add the Rotator script if you want.

  3. Drag the texture named Tissot_equirectangular onto the sphere.

  4. Try it in VR. Take a close look at the globe, as shown in the following image:

Note that unfortunately, the Tissot circles are oval, not circular, except along the equator. It turns out that the default sphere provided in Unity does not mesh well for equirectangular texture maps. Instead, I have provided one designed specifically for this purpose, PhotoSphere.fbx (which happens to be the default sphere model in 3D Studio Max). Let's try it:

  1. Move Sphere 5...

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