Book Image

Complete Virtual Reality and Augmented Reality Development with Unity

By : Jesse Glover, Jonathan Linowes
Book Image

Complete Virtual Reality and Augmented Reality Development with Unity

By: Jesse Glover, Jonathan Linowes

Overview of this book

Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You’ll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You’ll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you’ll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You’ll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking. You’ll learn the Unity 3D game engine via the interactive Unity Editor and C# programming. By the end of this Learning Path, you’ll be fully equipped to develop rich, interactive mixed reality experiences using Unity. This Learning Path includes content from the following Packt products: • Unity Virtual Reality Projects - Second Edition by Jonathan Linowes • Unity 2018 Augmented Reality Projects by Jesse Glover
Table of Contents (24 chapters)
Title Page
Copyright
About Packt
Contributors
Preface
Index

Chapter 3. VR Build and Run

Yeah well, this is cool and everything, but where's my VR? I WANT MY VR!

Hold on kid, we're getting there.

In this chapter, we are going to set up your system and configure your project to build and run with a virtual reality head-mounted display (HMD). We will be discussing the following topics:

  • The levels of VR device integration software
  • Enabling virtual reality for your platform
  • Using device-specific camera rigs in your project
  • Setting up your development machine to build and run VR projects from Unity

This chapter is very nuts and bolts. Although Unity aims to provide a unified platform for create once, build many, you are always going to need to do some system setup, project configuration, and include object components for your specific target devices. After the first couple of topics in this chapter, you can jump to the section(s) that most concern you and your target devices. This chapter includes cookbook instructions for the following:

  • Building for SteamVR
  • Building...