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

A human trampoline


Now, you'll get to jump on the trampoline yourself.

Feature: When a first-person character hits a trampoline, it bounces up, diminished by gravity.

Like a brick

One approach towards implementing this feature could be to treat the MeMyselfEye first-person character like Brick and give it a Rigidbody and a Capsule Collider so that it can respond using physics. We'll try this first just to see whether it works. For this to work, we need to disable its Character Controller component and start at the brick's position above the trampoline so that we can just drop, as follows:

  1. Navigate to File | Save Scene As and name it HumanTrampoline.

  2. Delete Brick in Hierarchy; we won't need it.

  3. With MeMyselfEye selected in Hierarchy, set Position to (0, 5, 0).

  4. Navigate to Add Component | Physics | Rigidbody.

  5. Navigate to Add Component | Physics | Capsule Collider and set its Height to 2.

  6. In the Rigidbody panel, under Constraints, check off the Freeze Rotation X, Y, Z checkboxes so that we don't get...