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)

Summary

360-degree media is compelling because VR hacks your field of view (FOV). The view you see is updated in real time as you move your head around, making it seem to have no edges. We started this chapter by describing what 360-degree images are, and how the surface of a sphere would be flattened (projected) into a 2D image, and equirectangular projections in particular. Stereo 3D media includes separate equirectangular views for the left and right eyes.

We began exploring this in Unity by simply mapping a regular image on the outside of a sphere, and were perhaps frightened by the distortions. Then, we saw how an equirectangular texture covers the sphere evenly. Next, we inverted the sphere with a custom shader, mapping the image inside the sphere, making it a 360 photosphere viewer. And, we added video.

Then, we looked at using skyboxes instead of a game object for rendering...