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


In this chapter, you learned how to implement hand-tracking, gaze-tracking, and multiplayer capabilities into your XR scenes. Incorporating these high-level XR methods into your future XR projects will enable you to create much more intuitive, immersive, and fun experiences for users. Combined with the knowledge you gained in the previous chapters on how to create and deploy interactive XR experiences, you should feel comfortable developing a wide range of XR projects yourself, no matter if they involve coding, animations, particles, audio, or multiplayer support.

Now that you have a firm grip on the technical and programming aspects of XR, the next chapter will shift the spotlight to the business realm of XR. There, you’ll explore powerful XR plugins and toolkits beyond the XR Interaction Toolkit, ARKit, ARCore, and AR Foundation that could be valuable additions to your XR development skills moving forward. The subsequent chapter won’t just keep you up to...