Book Image

XR Development with Unity

By : Anna Braun, Raffael Rizzo
2 (1)
Book Image

XR Development with Unity

2 (1)
By: Anna Braun, Raffael Rizzo

Overview of this book

The drastic surge in the demand for XR development has led to an imminent need for comprehensive resources, learning material, and overall know-how in this area. This one-stop resource will ensure that professionals venturing into XR development can access all XR-related techniques to build appealing XR applications, without relying on Google every step of the way. This book is your guide to developing XR applications with Unity 2021.3 or later versions, helping you to create VR, AR, and MR experiences of increasing complexity. The chapters cover the entire XR application development process from setting up an interactive XR scene using the XR Interaction Toolkit or AR Foundation, adding physics, animations, continuous movement, teleportation, sound effects, and visual effects, to testing and deploying to VR headsets, simulators, smartphones, and tablets. Additionally, this XR book takes you on a journey from the basics of Unity and C# to advanced techniques such as building multiplayer applications and incorporating hand- and gaze-tracking capabilities. By the end of this book, you'll be fully equipped to create cutting-edge XR projects for engaging individual, academic, and industrial use cases that captivate your audience.
Table of Contents (15 chapters)
Free Chapter
Part 1 – Understanding the Basics of XR and Unity
Part 2 – Interactive XR Applications with Custom Logic, Animations, Physics, Sound, and Visual Effects
Part 3 – Advanced XR Techniques: Hand-Tracking, Gaze-Tracking, and Multiplayer Capabilities

Adding hand-tracking to XR experiences

In this section, you will learn how to add a hand-tracking functionality to your XR experiences. Before creating a new Unity project, however, you must understand the technical concept of hand-tracking and how far it can enrich an XR experience compared to regular controllers.

Understanding hand-tracking and potential use cases

At its core, hand-tracking in VR refers to the technological capability of directly detecting, capturing, and interpreting the nuanced movements and positioning of a user’s bare hands and fingers within a virtual environment.

Unlike controller-based tracking, which relies on external devices to mediate and translate user inputs into VR actions such as an Xbox controller, hand-tracking operates without intermediary hardware, offering a direct mapping of real-world hand gestures and movements into the virtual realm. This approach leverages sophisticated sensors, cameras, and algorithms to construct a real...