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)

Summary

In Unity, user interfaces that are based on a canvas object and the event system include buttons, text, images, sliders, and input fields, which can be assembled and wired to objects in the scene.

In this chapter, we took a close look at various world space UI techniques and how they can be used in virtual reality projects. We considered ways in which UI for VR differs from UI for conventional video games and desktop applications. Also, we implemented over a half-dozen of them, demonstrating how each can be constructed, coded, and used in your own projects. Our C# scripting got a little more advanced, probing deeper into the Unity Engine API and modular coding techniques.

You now have a broader vocabulary to approach UI in your VR projects. Some of the examples in this chapter can be directly applicable in your own work. However, not all need to be home-grown. VR UI tools...