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)

Building a wrist-based menu palette

Some VR applications, designed for two-handed setups such as Oculus Rift, HTC Vive, and Windows MR, give you a virtual menu palette attached to one wrist while the other hand selects buttons or items from it. Let's see how that is done. This scenario will assume you have a two hand controller VR system. We'll describe it using the SteamVR camera rig, involving attaching the controls to your left hand and selecting them with your right.

Converting our dashboard control panel into a wrist palette is not too difficult. We just need to scale it appropriately and attach it to the hand controller.

Given you've built the scene up to the point described in the previous Using Unity UI and SteamVR section, including the SteamVR Player rig (instead of [CameraRig]), we'll duplicate and repurpose the Dashboard to use it on your left wrist...