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

Headshot game


Wouldn't it be fun to actually play with these bouncy balls? Let's make a game where you aim the ball at a target using headshots. For this game, balls drop one at a time from above and bounce off your forehead (face), aiming for a target.

The feature we'll implement here is, when a ball drops from above your head, you bounce it off your face and aim for a target.

To implement this, create a cube as a child of the camera object. This provides a collider parented by the VR camera, so our head pose will move the face of the cube. I decided a cube-shaped collider will be better for this game than a sphere or capsule because it provides a flat face that will make the bounce direction more predictable. Balls will drop out of the sky. For a target, we'll use a flattened cylinder. We'll add audio cues to indicate when a new ball has been released and when a ball hits the target.

Create a new scene or, more simple, start here by doing a Save As, and implement the head as follows:

  1. Navigate...