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)

Techniques for teleportation

Pointer teleportation is a mechanic where you point to a location you want to go to, and you jump there. No gliding. You just teleport to the new location. A laser beam or arc may be drawn, along with a teleport location receptacle to indicate where you may go.

As we've seen in previous chapters, we can make our own scripts. But since this is a core feature of VR applications, teleportation components are often included with device SDK toolkits. We'll write our own and consider some provided ones afterward.

To begin, if you have a saved version of the scene from Chapter 4, Gaze-Based Control, you can start with that. You may disable a few objects that we do not need, including Ethan and WalkTarget. Or, build a similar simple new scene containing a ground plane, some 3D objects as obstacles, and a copy of your MeMyselfEye prefab.

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