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)

Shooter ball game

For the next iteration of this project, we'll shoot balls at the player and you have to hit them at a target on a wall. There's not a lot of innovation in this version, but it shows how you can take an existing mechanic and turn it on its side (both literally and figuratively).

To begin, lets make a wall and put the target on it:

  1. In the Hierarchy root, create an Empty game object named TargetWall and
  2. Position it at (0, 0, 5)
  3. Create a child Cube and name it Wall
  4. Set the Wall Scale to (10, 5, 0.1) and Position (0, 2.5, 0)
  5. Create a new Material named Wall Material
  6. Set its Rendering Mode to Transparent, and its Albedo color to (85, 60, 20, 75) so it's a translucent glassy color
  7. Move the Target to a child of TargetWall
  8. Modify the Target Transform Scale to (1.5, 0.1, 1.5), Rotation (90, 0, 0), and Position (0, 2.5, -0.25) so it's smaller and just...