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)

Adding multiplayer networking

To make the scene run as multiplayer, we need at a minimum a Network Manager component and we need to identify any objects that will get spawned using the Network Identity component.

Network Manager and HUD

First, we'll add the Network Manager component, as follows:

  1. Create an Empty game object and name it NetworkController
  2. Select Add Component | Network | Network Manager
  3. Select Add Component | Network | Network Manager HUD

We added a Network Controller HUD which displays a simplistic default menu, in screen space, that Unity offers to select the runtime networking options (you can see it in the images that follow). It's for development. In a real project, you'll probably replace...