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 portals for navigation

As we saw in the Creating portals with colliders and events section in Chapter 8, where we created our portals to move between different scenes and areas of our map, they are very powerful tools for navigation. If you want to go to the other side of an area or to a completely different location, such as walking into a building or walking out of a building, you can do that by walking into a portal and being placed exactly where you need to be.

We will use the portals we created in the Creating portals with colliders and events section in Chapter 8 and expand on them so that they can be used within our VR world, allowing us to bounce from one aspect of the VR experience to another. We will start by adding a portal to go to our art gallery. After we finish the art gallery, we will move on to the VR theater and then to the demo room scene that we worked on in the first half of this book. Essentially, we will put all of the scenes we’ve worked on...