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 constructed a fundamental scene, familiarized yourself with the Unity Editor, started learning how to import assets to your own project, and were introduced to the essential aspects of lighting.

You embarked on this journey by installing Unity through the Unity Hub and establishing a new project with a sample scene using URP. You then explored the Unity Editor’s basics, such as navigating its numerous windows and utilizing the scene editing options, including Grid and Snap. Moreover, you delved into GameObjects and their components, such as colliders.

Subsequently, you crafted your very own rudimentary scene, complete with a ground plane, a brick wall, and a table supporting a sphere. Along the way, you discovered the potency of materials, applied some, and designed your own advanced brick wall material using an imported image as a texture. You also examined the usefulness of prefabs and learned how to transform them into regular GameObjects...