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

Triggering animations in the scene

One of the best things about creating animations is that you can reuse the content you create over and over again. However, animations are often created just for videos and don’t exist anywhere else. This will change with VR, as we can now utilize the same animated assets we created for videos and experience them in VR. This is possible because VR uses real-time rendering, which allows us to walk around animated scenes and view them from any angle we desire. Triggering animated scenes is especially fun for animators and those interested in visual storytelling because it changes the way stories can be told and experienced.

In this section, we will cover how to reuse our collider controller script with a new collider that we can use as a portal. We will step into the portal and trigger the animation to play. When we step out of the portal, the animation will pause. This is a simple implementation, but it can be expanded on with multiple animated...