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

Managing game objects


Whenever you have a script that instantiates objects, you must be aware of the life cycle of the object and possibly arrange to destroy it when it is no longer needed. You can destroy game objects, for example, after it is no longer visible in the scene, or after a specific life duration, or limit the scene to a maximum number of balls. 

Destroying fallen objects

In our scene, we have a limited size ground plane and as balls hit one another, some will fall off the plane into oblivion. At that point, we can remove the fallen ball from the scene. Watch the Hierarchy panel as new balls are instantiated. Note that some balls end up bouncing off the plane platform but remain in the Hierarchy panel. We need to clean this up by adding a script that destroys the balls that are out of play, as follows:

  1. Select the BouncyBall prefab in Project Assets/Prefabs
  2. Navigate to Add Component | New Script and name it DestroyBall

Here's a DestroyBall.cs script, which will destroy the object...