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Physics Considerations in VR1:36 with Nick Pettit
In VR, physics have to be a lot more accurate than games the in past. Previously, games could get away with whatever looked the best or was the most fun to play. However, VR allows players to see in stereo 3D, meaning that they can very clearly see the point in space where two objects are making contact with one another.
- VR in Unity - Project Files - This is a zip file that contains the Unity project for this course. Download the file, unzip it, and then in your file browser (Finder on OS X and Explorer on Windows) navigate to Assets > _Scenes. Finally, choose the scene you'd like to open.
Physics is the study of matter and its motion through space and time.
When a character jumps up and down in a game, typically,
there will be some physics calculation that occurs to determine how
high they can jump or how fast they should fall back to the ground.
Physics are also used in games to detect when one object is colliding with another.
So that the objects don't intersect one another.
When a character jumps in the air and lands back on the ground,
they should stop when they hit the ground, rather than just falling straight through.
Games have been using collision detection and physics simulations since
the beginning, with games like Pong or Super Mario Brothers.
But in VR, physics have to be a lot more accurate than games in the past.
Previously, games could get away with whatever looks the best or
whatever was the most fun to play.
However, VR allows players to see in stereo 3D.
Meaning that they can very clearly see the point in space
where two objects are making contact with one another.
In our basketball game,
we need to apply forces to the basketball in order to throw it.
We also need to make sure that it collides with other objects in the scene.
And finally, we need to make sure that when it hits the ground,
it bounces back upwards in the way that you would expect a basketball to behave.
There's a lot to do, so let's get to it.
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