Book Image

Complete Virtual Reality and Augmented Reality Development with Unity

By : Jesse Glover, Jonathan Linowes
Book Image

Complete Virtual Reality and Augmented Reality Development with Unity

By: Jesse Glover, Jonathan Linowes

Overview of this book

Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You’ll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You’ll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you’ll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You’ll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking. You’ll learn the Unity 3D game engine via the interactive Unity Editor and C# programming. By the end of this Learning Path, you’ll be fully equipped to develop rich, interactive mixed reality experiences using Unity. This Learning Path includes content from the following Packt products: • Unity Virtual Reality Projects - Second Edition by Jonathan Linowes • Unity 2018 Augmented Reality Projects by Jesse Glover
Table of Contents (24 chapters)
Title Page
Copyright
About Packt
Contributors
Preface
Index

Studying VR design principles


Before we get into the implementation details, I would like to introduce the topic of designing 3D user interfaces and VR experiences. A lot of work has been done over the past few decades, and more so in the past few years.

With consumer VR devices so readily available, and powerful development tools like Unity, it's not surprising there are many people inventing and trying new things, innovating continuously, and producing really excellent VR experiences. You are probably one of them. But the context of today's VR is not a vacuum. There is a history of research and development that feeds into present-day work.  The book 3D User Interfaces: Theory and Practice (Bowman et al), for example, is a classic academic survey of 3D user interaction for consumer, industrial, and scientific applications and research. Originally published in 2004, the second edition was published in 2017 (LaViola et al) and is an up-to-date review of academic theory and practical principles...