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Unity Virtual Reality Projects

Unity Virtual Reality Projects

By : Linowes
4.1 (20)
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Unity Virtual Reality Projects

Unity Virtual Reality Projects

4.1 (20)
By: Linowes

Overview of this book

What is consumer “virtual reality�? Wearing a head-mounted display you view stereoscopic 3D scenes. You can look around by moving your head, and walk around using hand controls or motion sensors. You are engaged in a fully immersive experience. On the other hand, Unity is a powerful game development engine that provides a rich set of features such as visual lighting, materials, physics, audio, special effects, and animation for creating 2D and 3D games. Unity 5 has become the leading platform for building virtual reality games, applications and experiences for this new generation of consumer VR devices. Using a practical and project-based approach, this book will educate you about the specifics of virtual reality development in Unity. You will learn how to use Unity to develop VR applications which can be experienced with devices such as the Oculus Rift or Google Cardboard. We will then learn how to engage with virtual worlds from a third person and first person character point of view. Furthermore, you will explore the technical considerations especially important and possibly unique to VR. The projects in the book will demonstrate how to build a variety of VR experiences. You will be diving into the Unity 3D game engine via the interactive Unity Editor as well as C-Sharp programming. By the end of the book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. So, let's get to it!
Table of Contents (13 chapters)
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11
11. What's Next?
12
Index

Chapter 4. Gaze-based Control

Gaze-based Control

Up to this point, our diorama is a third-person virtual reality experience. When you go into it, you're like an observer or a third-person camera. Sure, you can look around and add controls that let you move the camera's viewpoint. However, any action in the scene is from a third-person perspective.

In this chapter, we'll pretty much stay in the third-person mode, but we'll get a little more personally involved. We will explore the techniques that can be used to control objects in your virtual world by looking and staring. Our character, Ethan, will be under your control, responding to where you look. Furthermore, we'll start programming the Unity scripts. Along the way, we will discuss the following topics:

  • Adding AI (short for artificial intelligence) and NavMesh to our third-person character, Ethan
  • Unity programming in C#
  • Using our gaze to move a 3D cursor
  • Shooting and killing Ethan, the zombie, to good effect

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