Book Image

Enhancing Virtual Reality Experiences with Unity 2022

By : Steven Antonio Christian
Book Image

Enhancing Virtual Reality Experiences with Unity 2022

By: Steven Antonio Christian

Overview of this book

Virtual reality (VR) has emerged as one of the most transformative mediums of the 21st century, finding applications in various industries, including gaming, entertainment, and education. Enhancing Virtual Reality Experiences with Unity 2022 takes you into the fascinating realm of VR, where creativity meets cutting-edge technology to bring tangible real-world applications to life. This immersive exploration not only equips you with the essential skills needed to craft captivating VR environments using Unity's powerful game engine but also offers a deeper understanding of the philosophy behind creating truly immersive experiences. Throughout the book, you’ll work with practical VR scene creation, interactive design, spatial audio, and C# programming and prepare to apply these skills to real-world projects spanning art galleries, interactive playgrounds, and beyond. To ensure your VR creations reach their full potential, the book also includes valuable tips on optimization, guaranteeing maximum immersion and impact for your VR adventures. By the end of this book, you’ll have a solid understanding of VR’s versatility and how you can leverage the Unity game engine to create groundbreaking projects.
Table of Contents (25 chapters)
1
Part 1: Philosophy and Basics of Understanding Virtual Reality
3
Part 2: Technical Skills for Building VR Experiences in Unity (Assets, GameObjects, Scripts, and Components)
12
Part 3: Projects: Putting Skills Together
21
Part 4: Final Touches

Adding NPC audio

As mentioned in the previous section, adding audio to our People_Prototype prefabs really allows us to have a wholesome experience because we can populate our scenes with people, and then when you walk close to them, you’ll be able to hear them talk about different things. We can utilize this within our VR experience so that it doesn’t sound dull and boring. We can download an asset that allows us to have a variety of different dialogues and voices in different tones. Then, we can randomize that and apply it to the different prefabs. Using an algorithm similar to the car audio, we can have an algorithm that generates audio randomly, based on the tone and voice that we choose, creating variability in the audio that comes from different people.

In this section, we will create an audio source for our People_Prototype prefab and use the downloaded voices to create a dialogue system that allows us to choose whether a person is angry, sad, happy, or glad...