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

Summary


In Unity, user interfaces that are based on a canvas object and the event system include buttons, text, images, sliders, and input fields, which can be assembled and wired to objects in the scene.

In this chapter, we took a close look at various world space UI techniques and how they can be used in virtual reality projects. We considered ways in which UI for VR differs from UI for conventional video games and desktop applications. Also, we implemented over a half-dozen of them, demonstrating how each can be constructed, coded, and used in your own projects. Our C# scripting got a little more advanced, probing deeper into the Unity Engine API and modular coding techniques.

You now have a broader vocabulary to approach UI in your VR projects. Some of the examples in this chapter can be directly applicable in your own work. However, not all need to be home-grown. VR UI tools are increasingly being provided in VR headset SDKs, open source VR middleware projects, and third-party Unity Assets...