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

Creating a gallery mesh

This section should feel pretty familiar at this point because we’ve taken these steps many times before. We’re going to revisit the idea of using a 2D image as a floor plan and then use ProBuilder to convert that floor plan into a 3D model. After doing that, we will utilize the available materials and assign the materials to our 3D model, and then we can add our lighting system. This is a straightforward implementation, and the approach is easy to follow. Once we have our art gallery 3D model, that’s when the fun begins because we can start creating a system where we can draw in every nook and cranny of it.

To convert our gallery floor plan (Figure 12.1) into a 3D mesh (Figure 12.2) with ProBuilder, follow these steps:

  1. Create a new, empty scene and name it ArtGallery.
  2. In Hierarchy, create an empty GO and name it ArtGallery.
  3. Set the XYZ position to 0,0,0 and the rotation to 0,0,0.
  4. Drag our Art Gallery Map floor plan...