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

Using TextMeshPro


To make a billboard glow like a neon sign, you can use TextMesh Pro which presently comes included free with Unity. For instance:

  1. With ScoreBoard selected in Hierarchy, create a new TextMesh text element (right-click UI | TextMeshPro - Text).
  2. This replaces our standard UI text element, so disable the Text object.
  3. On the TMP text, set its Font Asset to Bangers SDF.
  4. For its Material Preset, use Bangers SDF Glow.
  5. Scroll to Glow settings to adjust the colors and other settings as you desire.

You can even write a script that cyclically modifies the glow settings to make a flashing, glowing sign!

If you choose to try this, be sure to update the GameController's KillTarget script to use the TMP object rather than the UI one. Modify KillTarget.cs as follows:

We may be using the UnityEngine TextMesh Pro classes:

using TMP; 

Replace the data type of the scoreText variable with TMP_Text:

  public TMP_Text scoreText; 

Drag the TMP text item onto the slot in the Inspector. The rest of the script...