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

Making the story interactive


So far, we used the Timeline to drive our entire VR story experience from start to finish. But in fact, Timelines are a playable asset like others in Unity. For example, if you select the BlackbirdDirector object and look in Inspector at its Playable Director, you'll see it has a Play On Awake checkbox, and it's presently checked. What we're going to do now is not play on awake, but rather start playing on a user event, namely looking directly at the small tree for a few seconds. And when the story ends, it resets itself.

Look to play

First, we'll add a LookAtTarget encasing the small tree and then use that to trigger playing the timeline:

  1. Select the BlackbirdDirector and uncheck the Play On Awake checkbox
  2. For reference, set the Tree game object Scale to its starting keyframe Scale (0.1, 0.1, 0.1
  3. In Hierarchy, create a cube (Create | 3D Object | Cube) and name it LookAtTarget
  4. Scale and place it to encase the small tree, Scale (0.4, 0.5, 0.4), Position (0, 0.3, 0...