Book Image

Unity Virtual Reality Projects

By : Jonathan Linowes
Book Image

Unity Virtual Reality Projects

By: Jonathan Linowes

Overview of this book

What is consumer “virtual reality�? Wearing a head-mounted display you view stereoscopic 3D scenes. You can look around by moving your head, and walk around using hand controls or motion sensors. You are engaged in a fully immersive experience. On the other hand, Unity is a powerful game development engine that provides a rich set of features such as visual lighting, materials, physics, audio, special effects, and animation for creating 2D and 3D games. Unity 5 has become the leading platform for building virtual reality games, applications and experiences for this new generation of consumer VR devices. Using a practical and project-based approach, this book will educate you about the specifics of virtual reality development in Unity. You will learn how to use Unity to develop VR applications which can be experienced with devices such as the Oculus Rift or Google Cardboard. We will then learn how to engage with virtual worlds from a third person and first person character point of view. Furthermore, you will explore the technical considerations especially important and possibly unique to VR. The projects in the book will demonstrate how to build a variety of VR experiences. You will be diving into the Unity 3D game engine via the interactive Unity Editor as well as C-Sharp programming. By the end of the book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. So, let's get to it!
Table of Contents (18 chapters)
Unity Virtual Reality Projects
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
11
What's Next?
Index

Adding multiplayer virtual reality


So far, we've learned about implementing multiplayer networking in Unity, but not specifically for VR. Now, we're ready for this. The way I've set things up, we do not need to change anything in our scene for it to work in VR.

Our avatar is just a head for a reason. In VR, the camera transform is controlled by the head pose from the HMD (Head-mounted Display) sensors. When the avatar is parented by the camera, it'll move in sync. While wearing the HMD, when you move your head and look around, the corresponding avatar in all the clients will move accordingly.

The Oculus Rift players

The scene presently has an instance of the standard FPSController, which includes a Camera component. We can use Unity 5's built-in VR support.

Navigate to File | Build Settings.... In the Build Settings dialog box, select Player Settings.... Then, under Other Settings, check off the Virtual Reality Supported checkbox.

The built-in Network Manager HUD is implemented in screen space...