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
1
Part 1 – Understanding the Basics of XR and Unity
4
Part 2 – Interactive XR Applications with Custom Logic, Animations, Physics, Sound, and Visual Effects
10
Part 3 – Advanced XR Techniques: Hand-Tracking, Gaze-Tracking, and Multiplayer Capabilities

Creating a basic scene in Unity and adding objects

In this section, we will walk you through constructing the scene depicted in Figure 2.4, which integrates elements such as primitives, materials, prefabs, lighting, and imported assets.

Figure 2.4 – The basic scene we are going to create

Figure 2.4 – The basic scene we are going to create

By engaging with this step-by-step tutorial, you will develop a strong knowledge of these core concepts while assembling an aesthetically striking scene. Our initial task involves crafting a table using primitive shapes.

Building a table with primitives

Primitives, as the name suggests, are simple geometric shapes that form the building blocks for more complex models in our scene. Imagine a chair taking shape as a cube forms the seat, two cylinders become the sturdy legs, and two more cylinders morph into supportive back legs. The backrest is crafted from a plane, its size and placement perfectly complementing the seat and legs.

A table for our scene can...