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)

Adding comfort mode locomotion

We have mentioned the potential of motion sickness several times already in this chapter, and earlier in this book. In general, the more control you give the player in moving around within VR the better off she'll be and reduce the risk of feeling queasy. Offering a button to start/stop motion is one step, as we just saw. Another is what's commonly referred to as comfort mode.

It's been discovered that using glide locomotion around curves is worse that simply going in a straight line. So, one technique for getting around in a VR scene is only allow forward motion, regardless of which direction the player is looking, and then use the thumbstick to change direction. Also, rather than allow the thumbstick to change the direction angle continuously, we limit it to fixed angle steps of 30 degrees, for example. We'll add this to our...