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)

Teleportation toolkits

We have explored several different locomotion and teleportation mechanics. All of them use your gaze direction for selection. This is sometimes the best choice. Sometimes it's not. It certainly is the lowest common denominator between various VR devices, from high-end HTC VIVE and Oculus Rift to the low-end Google Cardboard, gaze-based selection with a simple click will always be available.

It is likely you will prefer to use the hand controller for selection. High-end systems include two positionally tracked controllers, one for each hand. Lower-end devices, such as Google Daydream, include a single 3DOF "laser pointer" controller. Another reason we avoided implementing with controllers so far is the coding varies greatly from one device to the next. Also, the device-specific toolkits often come with components and prefabs that implement...