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  • Book Overview & Buying Unity Virtual Reality Projects
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Unity Virtual Reality Projects

Unity Virtual Reality Projects - Second Edition

By : Jonathan Linowes
3.3 (4)
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Unity Virtual Reality Projects

Unity Virtual Reality Projects

3.3 (4)
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)
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VR Build and Run

Yeah well, this is cool and everything, but where's my VR? I WANT MY VR!

Hold on kid, we're getting there.

In this chapter, we are going to set up your system and configure your project to build and run with a virtual reality head-mounted display (HMD). We will be discussing the following topics:

  • The levels of VR device integration software
  • Enabling virtual reality for your platform
  • Using device-specific camera rigs in your project
  • Setting up your development machine to build and run VR projects from Unity

This chapter is very nuts and bolts. Although Unity aims to provide a unified platform for create once, build many, you are always going to need to do some system setup, project configuration, and include object components for your specific target devices. After the first couple of topics in this chapter, you can jump to the section(s) that most...

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