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

Shooter ball game


For the next iteration of this project, we'll shoot balls at the player and you have to hit them at a target on a wall. There's not a lot of innovation in this version, but it shows how you can take an existing mechanic and turn it on its side (both literally and figuratively).

To begin, lets make a wall and put the target on it:

  1. In the Hierarchy root, create an Empty game object named TargetWall and 
  2. Position it at (0, 0, 5)
  3. Create a child Cube and name it Wall
  4. Set the Wall Scale to (10, 5, 0.1) and Position (0, 2.5, 0)
  5. Create a new Material named Wall Material
  6. Set its Rendering Mode to Transparent, and its Albedo color to (85, 60, 20, 75) so it's a translucent glassy color
  7. Move the Target to a child of TargetWall
  8. Modify the Target Transform Scale to (1.5, 0.1, 1.5), Rotation (90, 0, 0), and Position (0, 2.5, -0.25) so it's smaller and just in front of the wall itself

Next, instead of serving balls by dropping them out of the sky and relying on gravity, we'll shoot balls at you...