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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

The info bubble


In a comic book, when a character says something, it's shown in a speech bubble. In many online social worlds, participants are represented by avatars and if you hover above someone's avatar, their name is displayed. I'll call this type of user interface an info bubble.

Info bubbles are located in world space at a specific 3D position, but the canvas should always be facing the camera. We can ensure this with a script.

In this example, we'll display the X, Z location of the WalkTarget object (set up in the previous chapter), controlled by the LookMoveTo.cs script. To add the info bubble, perform the following steps:

  1. From the Project panel, drag the DefaultCanvas prefab directly into the Scene view on top of WalkTarget under GameController so that its a child of WalkTarget.

  2. Rename it to InfoBubble.

  3. With InfoBubble selected, set the Rect Transform component's Pos X, Pos Y, Pos Z to (0, 0.2, 0).

  4. With Text under InfoBubble selected, set the Rect Transform component's Pos X, Pos Y,...

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