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)

Studying VR design principles

Before we get into the implementation details, I would like to introduce the topic of designing 3D user interfaces and VR experiences. A lot of work has been done over the past few decades, and more so in the past few years.

With consumer VR devices so readily available, and powerful development tools like Unity, it's not surprising there are many people inventing and trying new things, innovating continuously, and producing really excellent VR experiences. You are probably one of them. But the context of today's VR is not a vacuum. There is a history of research and development that feeds into present-day work. The book 3D User Interfaces: Theory and Practice (Bowman et al), for example, is a classic academic survey of 3D user interaction for consumer, industrial, and scientific applications and research. Originally published in 2004,...