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

Deploying and testing VR experiences onto different VR platforms or simulators

Creating a VR scene goes beyond just design; it involves testing and deployment as well. While testing focuses on ensuring the VR scene works correctly and offers a good user experience, deployment is about transferring and optimizing the scene for playback on specific VR headsets, such as the Meta Quest series, HTC Vive, or Valve Index. Early development stages might use tools such as the XR Device Simulator for rapid testing, but as a project nears completion, thorough testing on an actual VR headset becomes essential.

Now, let’s go through the various options for testing and deploying your VR scene based on what hardware is available to you:

  • No VR headset available: In cases where a VR headset is unavailable, you can use the XR Interaction Toolkit’s XR Device Simulator to test the features of your VR scene. Even if you do have a VR headset at your disposal, the simulator can offer...