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  • Book Overview & Buying Unity Virtual Reality Projects
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Unity Virtual Reality Projects

Unity Virtual Reality Projects - Second Edition

By : Jonathan Linowes
3.3 (4)
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Unity Virtual Reality Projects

Unity Virtual Reality Projects

3.3 (4)
By: Jonathan Linowes

Overview of this book

Unity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices. Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine to develop VR applications. With its practical and project-based approach, this book will get you up to speed with the specifics of VR development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand-controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn about the Unity 3D game engine via the interactive Unity Editor, and you will also learn about C# programming. By the end of the book, you will be fully equipped to develop rich, interactive VR experiences using Unity.
Table of Contents (15 chapters)
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World Space UI

In the previous chapter, we discovered how to interact with game objects in the world space scene. Not only can these objects can be balls and toys, or tools and weapons, but they can be buttons you interact with and other user interface widgets. Furthermore, Unity includes a user interface canvas system for building menus and other UI.

Graphical user interface (GUI) or just UI, usually refers to on-screen two-dimensional graphics, which overlay the main gameplay and present information to the user with status messages, gauges, and input controls such as menus, buttons, sliders, and so on.

In Unity, UI elements always reside on a canvas. The Unity manual describes the canvas component as follows:

The canvas component represents the abstract space in which the UI is laid out and rendered. All UI elements must be children of a GameObject that has a canvas component...
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Unity Virtual Reality Projects
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