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 spatial audio with 3D audio sources

3D audio sources play sound that is perceived to be coming from a specific location in the 3D game world. This includes information about the direction and distance of the source, which affects how the sound is perceived by the listener. An Audio Listener component must also be present in the scene. Typically, this is attached to the main camera or the player character. The audio listener acts as the ears of the player, receiving sounds from the audio sources in the scene and outputting them to the player’s speakers or headphones. For example, a sound that is further away from the audio listener will be quieter, and one that is to the left of the listener will be heard more prominently in the left ear. For 2D audio, it doesn’t matter where the audio listener is in the scene because 2D audio does not compute distance and therefore will have a consistent volume level across the scene for the audio source.

By using 3D audio sources...