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)

Headshot game

Wouldn't it be fun to actually play with these bouncy balls? Let's make a game where you aim the ball at a target using headshots. For this game, balls drop one at a time from above and bounce off your forehead (face), aiming for a target.

The feature we'll implement here is, when a ball drops from above your head, you bounce it off your face and aim for a target.

To implement this, create a cube as a child of the camera object (much like we did for the reticle cursor in Chapter 6, World Space UI). This provides a collider parented by the VR camera, so our head pose will move the face of the cube. I decided a cube-shaped collider will be better for this game than a sphere or capsule because it provides a flat face that will make the bounce direction more predictable. Balls will drop out of the sky. For a target, we'll use a flattened cylinder...