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

Building Interactive VR Experiences

In this chapter, we delve into the world of more complex VR applications, empowering you to craft immersive and interactive experiences for a wide range of use cases. You will learn how to use the powerful Unity engine to create interactive VR apps without code and with C#.

The beauty of this chapter lies in its practical approach. You’ll acquire hands-on skills to construct a VR environment that mirrors the responsiveness and realism of our natural world. Though some background in C# could be advantageous, it is by no means a prerequisite. Our tutorial is designed to be beginner-friendly, allowing anyone with an interest in XR applications to follow along comfortably.

This chapter is split into the following topics:

  • Building interactive VR experiences without code
  • Building interactive VR experience with C#