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)

Locomotion and Comfort

Up to this point in this book, the player's point-of-view camera has been stationary. In this chapter, we'll start to move around as we consider various techniques for locomotion and teleportation. First, we'll dig deeper into the Unity standard character components, and then we move ourselves into a controllable first-person character and explore techniques to move around in the virtual world. We'll also discuss practices for managing motion sickness and sense of self within VR.

In this chapter, we will discuss the following topics:

  • Unity's character objects and components
  • Glide locomotion
  • Comfort mode locomotion
  • Teleportation
  • Issues around VR motion sickness
Note that the projects in this chapter are separate and not directly required by the other chapters in this book. If you decide to skip any of it or not save your work, that...