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)

Using TextMeshPro

To make a billboard glow like a neon sign, you can use TextMesh Pro which presently comes included free with Unity. For instance:

  1. With ScoreBoard selected in Hierarchy, create a new TextMesh text element (right-click UI | TextMeshPro - Text).
  2. This replaces our standard UI text element, so disable the Text object.
  3. On the TMP text, set its Font Asset to Bangers SDF.
  4. For its Material Preset, use Bangers SDF Glow.
  5. Scroll to Glow settings to adjust the colors and other settings as you desire.

You can even write a script that cyclically modifies the glow settings to make a flashing, glowing sign!

If you choose to try this, be sure to update the GameController's KillTarget script to use the TMP object rather than the UI one. Modify KillTarget.cs as follows:

We may be using the UnityEngine TextMesh Pro classes:

using TMP; 

Replace the data type of the scoreText...