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)

Unity physics

In Unity, the behavior of an object that is based on physics is defined separately from its mesh (shape), materials (UV texture), and the renderer properties. The items that play into physics include the following:

  • Rigidbody: Enables the object to act under the control of the physics engine, receive forces and torque to move in a realistic way
  • Collider: Defines a simplified, approximated shape of the object used for calculating collisions with other objects
  • Physic Material: Defines friction and bounce effects of colliding objects
  • Physics Manager: Applies global settings for 3D physics for your project

Basically, physics (in this context) is defined by the positional and rotational forces that affect the transform of an object, such as gravity, friction, momentum, and collisions with other objects. It is not necessarily a perfect simulation of physics in the real...