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

A reusable default canvas


Unity's UI canvas provides lots of options and parameters to accommodate the kinds of graphical layout flexibility that we have come to expect not only in games but also from a web and mobile apps. With this flexibility comes additional complexity. To make our examples in this chapter easier, we'll first build a reusable prefab canvas that has our preferred default settings.

Create a new canvas and change its Render Mode to world space as follows:

  1. Navigate to GameObject | UI | Canvas
  2. Rename the canvas as DefaultCanvas
  3. Set Render Mode to World Space

The Rect Transform component defines the grid system on the canvas itself, like the lines on a piece of graph paper. It is used for the placement of UI elements on the canvas. Set it to a convenient 640 x 480, with a 0.75 aspect ratio. The Rect Transform component's width and height are different from the world space size of the canvas in our scene. Let's configure the Rect Transform component using the following steps:

  1. In...