Interactions, like door-openings, depend on well-configured objects. This video reviews the scene's interactive objects and configures them in preparation for animation and interaction.
- [Instructor] The first type of interaction … that I want to add to our visualization … is first-person controls. … That is the ability for the viewer … to walk around this environment … just like it was a first-person game … viewed from the point of view of a character … that could be standing in this environment. … And I want to give them the ability … to walk forwards, backwards, sidestep, look around … and choose where they move to. … That in short is first-person controls. … Now, of course, there are some rules … that need to apply to first-person controls. … And the first one is that, … well, when we're adding a character to the environment, … we expect them to be affected by gravity. … If they were moving up here in the air, … we would expect them to fall down and touch the ground. … In addition to that, first-person controls … aren't supposed to allow you … to simply walk through the wall, … just like this scene camera can do. … No, we're supposed to bump into things … and we can't pass through solid objects. …
Skill Level Intermediate
Unity: AR Visualization 01 Basic Conceptswith Roger Miller1h 59m Intermediate
Unity: AR Visualization 02 Basic Interactivitywith Roger Miller2h 39m Intermediate
Cert Prep: Unity Scripting and Publishingwith Alan Thorn2h 3m Intermediate
1. Configuring an Architectural Visualization Scene
2. Area-Based Interactions
3. Doors and Object Interactions
4. Camera Controls
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