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

Exploring the XR Interaction Toolkit demo scene

In this section, we will delve into the Demo Scene asset of the XR Interaction Toolkit. This scene offers a comprehensive overview of all the crucial concepts you need to grasp to develop your own immersive VR experiences. If you’ve followed the steps in the previous section, you should now be presented with the scene pictured in Figure 3.3.

Figure 3.3 – The Scene view and the Scene Hierarchy window of the XR Interaction Toolkit’s demo scene

Figure 3.3 – The Scene view and the Scene Hierarchy window of the XR Interaction Toolkit’s demo scene

Beyond the Demo Environment, Poke Interactions Sample, and Gaze Interactables GameObjects, you will discover five prefabs (indicated by the blue cubes in Figure 3.3) within the demo scene: Teleportation Environment, XR Interaction Setup, Interactables Sample, UI Sample, and Climb Sample. These prefabs deliver readily usable components and configurations for standard XR behaviors and interactions. For example, if you wish to integrate the Climb Sample...