And then as well as some user interface elements and a camera.
This is your standard camera,
which will be turned into your VR camera.
There will be a bunch of targets that you shoot and those
actually don't start off built into the game.
They're what's called a prefab so that there's something that is
a preexisting bit of geometry.
So it's again, it's a mesh.
It's got an audio source for when it explodes and it's got
a texture which looks like that.
Again, quite a simple texture,
but it doesn't start off in the scene.
I mean if I drag it into the scene,
that's what it would look like but actually it spawned later,
so it's added during the game.
That's something we haven't really covered but if you're interested in
doing that look up spawning in the Unity documentation.
I'm going to have a quick look at one other example,
which is the maze,
which is quite a nice example.
Okay, let's zoom out.
Let's look at it
and game mode first.
This is quite a distinctive one from VR because it's not full-size.
So when talking about scale,
we want things to look a natural size,
but sometimes actually, having stuff that's really small and you're looking
into can also be quite satisfying in VR.
So when we say make sure the scale is right,
it doesn't necessarily mean the scale has to be life-size.
It could be a lot smaller.
So we've got what's this game composed of,
we've got the maze itself,
which is, again consists of a bunch of
fairly standard war geometry with actually pretty standard shaders but as you see,
it looks pretty nice and this is because
we've got real-time global illumination enabled too.
So under the lighting menu,
real-time global illumination, I did that quite quickly,
window lighting settings,
real-time global illumination and that's what gets this nice lovely soft lighting effect.
So it looks really nice even though it's not really going to any particular materials on.
I also want to show you this gun turret.
This is slightly more complex geometry.
Again, it's got a texture but not even that complex a texture
really but it's a compound object.
Let's look at that in more detail.
So we've got a turret base, gun rotator arm, and chassis,
so this object contains
a whole bunch of individual bits of geometry that are linked together.
And the fact that they
have a bunch of geometry linked together allows you to animate them separately.
And it contains a turret animation,
so it's got to animated controller that controls how it moves around.
So it moves around and shoots things,
and it's got all that stuff,
so it makes noises so there's an audio source on there as well.
So there's lots of good stuff.
And then there's a general audio component here and so
they just created an empty game object and added some music to it.
So that's a nice way of adding background music.
So you can have different audio sources in your scene.
Some of which represent sort of objects,
which are somewhere in space and some of them represent general backgrounds,
non-diegetic sounds like music and that can go in a separate game object.
So this is a very nice scene.
It contains geometry.
It contains animated objects, it contains audio.
It's got nice lighting.
It's got an interesting approach to scale in VR.
There's a lot you can learn from it and, as I said,
these example scenes are really valuable resource particularly if you go through
them together with the tutorials available on the Unity website.
They're a key part to helping you
learn more about Unity and get better at creating virtual reality.