Book Image

Unity Virtual Reality Projects - Second Edition

By : Jonathan Linowes
Book Image

Unity Virtual Reality Projects - Second Edition

By: Jonathan Linowes

Overview of this book

Unity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices. Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine to develop VR applications. With its practical and project-based approach, this book will get you up to speed with the specifics of VR development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand-controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn about the Unity 3D game engine via the interactive Unity Editor, and you will also learn about C# programming. By the end of the book, you will be fully equipped to develop rich, interactive VR experiences using Unity.
Table of Contents (15 chapters)

The difference between virtual reality and augmented reality

It's probably worthwhile to clarify what virtual reality is not.

A sister technology to VR is augmented reality (AR), which combines computer-generated imagery (CGI) with views of the real world. AR on smartphones has recently garnered widespread interest with the introduction of Apple's ARKit for iOS and Google ARCore for Android. Further, the Vuforia AR toolkit is now integrated directly with the Unity game engine, helping to drive even more adoption of the technology. AR on a mobile device overlays the CGI on top of live video from a camera.

The latest innovations in AR are wearable AR headsets, such as Microsoft's HoloLens and Magic Leap, which show the computer graphics directly in your field of view. The graphics are not mixed into a video image. If VR headsets are like closed goggles, AR headsets are like translucent sunglasses that combine the real-world light rays with CGI. A challenge for AR is ensuring that the CGI is consistently aligned with and mapped onto the objects in the real-world space and to eliminate latency while moving about so that they (the CGI and objects in the real-world space) stay aligned.

AR holds as much promise as VR for future applications, but it's different. Though AR intends to engage the user within their current surroundings, virtual reality is fully immersive. In AR, you may open your hand and see a log cabin resting in your palm, but in VR, you're transported directly inside the log cabin and you can walk around inside it.

We are also beginning to see hybrid devices that combine features of VR and AR and let you switch between modes.

If you are interested in developing applications for AR, please also refer to the author's book Augmented Reality for Developers from Packt Publishing (https://www.packtpub.com/web-development/augmented-reality-developers).