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)

Setting up the scene

To begin our exploration of input mechanisms, let's set up our scene. The plan is to let players create balloons. Everyone loves balloons!

For this scene, you could start with a new scene (File | New Scene) and then add the MyMyselfEye prefab we built in the previous chapter. Instead, I've decided to start with the Diorama scene created in the previous chapter, and remove all but the GroundPlane and PhotoPlane, as follows:

  1. Open the Diorama scene
  2. Remove all the objects, except for MyMyselfEye, Directional Light, GroundPlane and PhotoPlane
  3. Position the MeMyselfEye at the scene origin, Position (0, 0, 0)
  4. Select File | Save Scene As and give it a name, such as "Balloons"

Creating a balloon

...