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)

Capturing 360-degrees in Unity

We've talked about using 360-degree media captured using 360 cameras. But what if you wanted to capture a 360 image or video from within your Unity app and share it on the internet? This could be useful for marketing and promoting your VR apps, or just simply using Unity as a content generation tool but using 360 video as the final distribution medium.

Capturing cubemaps and reflection probes

Unity includes support for capturing scene views as part of its lighting engine. A call to camera.RenderToCubemap() will bake a static cubemap of your scene, using the camera's current position and other settings.

The example script given in the Unity documentation, https://docs.unity3d.com/Documentation...