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)

Measurement tools

We've created a Unity scene, added a few primitive 3D objects, and created a couple of basic textures, including a photograph. Along the way, we learned about positioning and transforming objects in Unity's 3D world space. The problem is that the actual size of stuff in your scene is not always obvious. You could be zoomed up or you may be using either a Perspective or Orthographic view, or other features that affect the apparent size. Let's look at ways to deal with the scale.

Keeping a unit cube handy

I suggest keeping a unit cube handy in your Hierarchy panel. When it's not needed, just disable it (uncheck the checkbox in the top left-hand side of the Inspector panel). It can be used...