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)

Managing game objects

Whenever you have a script that instantiates objects, you must be aware of the life cycle of the object and possibly arrange to destroy it when it is no longer needed. You can destroy game objects, for example, after it is no longer visible in the scene, or after a specific life duration, or limit the scene to a maximum number of balls.

Destroying fallen objects

In our scene, we have a limited size ground plane and as balls hit one another, some will fall off the plane into oblivion. At that point, we can remove the fallen ball from the scene. Watch the Hierarchy panel as new balls are instantiated. Note that some balls end up bouncing off the plane platform but remain in the Hierarchy panel. We need...