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)

Understanding Unity characters

A first-person character is such a key asset in a VR project that we really should understand its components inside out. So, before we go about building one for our project, it would be a good idea to take a close look at the built-in components and standard assets that Unity provides.

Unity components

As you probably know, each Unity game object contains a set of associated components. Unity includes many types of built-in components, which you can see by browsing the Component menu in the main menu bar. Each component adds properties and behaviors to the object that it belongs to. A component's properties are accessible via the Unity editor's Inspector panel and scripts. A script...