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

Techniques for teleportation


Pointer teleportation is a mechanic where you point to a location you want to go to, and you jump there. No gliding. You just teleport to the new location. A laser beam or arc may be drawn, along with a teleport location receptacle to indicate where you may go.

As we've seen in previous chapters, we can make our own scripts. But since this is a core feature of VR applications, teleportation components are often included with device SDK toolkits. We'll write our own and consider some provided ones afterward.

To begin, if you have a saved version of the scene from Chapter 4, Gaze-Based Control, you can start with that. You may disable a few objects that we do not need, including Ethan and WalkTarget. Or, build a similar simple new scene containing a ground plane, some 3D objects as obstacles, and a copy of your MeMyselfEye prefab.

Looking to teleport

The mechanic we'll implement for our homegrown teleportation will work on any VR platform, using gaze-based pointing...