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)

Syncing objects and properties

Let's play ball! Back in Chapter 8, Playing With Physics And Fire, we implemented various ball games in VR. Now, we have the means to make a multiplayer one. We will make a game similar to the Headshot game, which uses your head as the paddle. But after this exercise, feel free to go and build multiplayer versions of the Paddle Ball and/or Shooter Ball games, which use a hand controller to hold and move a paddle to hit or deflect the ball.

Also, since the objective here is to focus on the multiplayer networking considerations, we will leave out some details covered in the earlier chapter, such as sound effects, particles, and object pooling.

Setting up the headshot ball game

First, we&apos...