Summary

In this chapter, we took a deep dive into what it means to have a first-person character in Unity and virtual reality. We started by dissecting the Characters prefabs under Unity's Standard Assets and the components that they use, including Camera, Character Controller, and/or Rigidbody.

Then, we developed our own first-person character, starting with the static positioned VR camera rig that we used for our Diorama scene. We incrementally added features to move in the direction of your gaze, gravity, solid-object collisions, and use head gestures to start and stop walking. We made adjustments for camera height and explored the relationship between a first-person head versus a body in virtual reality. Lastly, we reviewed some of the factors ...

Get Unity Virtual Reality Projects now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.