Book Image

Unity 2020 Virtual Reality Projects - Third Edition

By : Jonathan Linowes
Book Image

Unity 2020 Virtual Reality Projects - Third Edition

By: Jonathan Linowes

Overview of this book

This third edition of the Unity Virtual Reality (VR) development guide is updated to cover the latest features of Unity 2019.4 or later versions - the leading platform for building VR games, applications, and immersive experiences for contemporary VR devices. Enhanced with more focus on growing components, such as Universal Render Pipeline (URP), extended reality (XR) plugins, the XR Interaction Toolkit package, and the latest VR devices, this edition will help you to get up to date with the current state of VR. With its practical and project-based approach, this book covers the specifics of virtual reality development in Unity. You'll learn how to build VR apps that can be experienced with modern devices from Oculus, VIVE, and others. This virtual reality book presents lighting and rendering strategies to help you build cutting-edge graphics, and explains URP and rendering concepts that will enable you to achieve realism for your apps. You'll build real-world VR experiences using world space user interface canvases, locomotion and teleportation, 360-degree media, and timeline animation, as well as learn about important VR development concepts, best practices, and performance optimization and user experience strategies. By the end of this Unity book, you'll be fully equipped to use Unity to develop rich, interactive virtual reality experiences.
Table of Contents (15 chapters)

Creating the artwork rig

Our next step is to create a reusable artwork rig with a picture frame, lighting, information plaque, and a teleportation pod that defines its optimal viewing position. Then, we'll hang the art on the walls of the gallery. We'll construct one rig in the scene, and then save it as a prefab. Later, we'll apply the actual images.

Defining an artwork rig

The artwork rig will consist of a picture frame (cube), a photo plane (quad), and a spotlight, all relative to the artwork's placement on the wall. Let's get started by doing the following:

  1. Create a container object by navigating toGameObject|Create Empty, renaming it ArtworkRig.
  2. Create the frame. WithArtworkRigselected, right-click and select3D Object|Cube, and name it ArtFrame.
  3. Leaving the origin of the rig at floor level, let's set the default height of the art image frame at 1.4 meters high. InInspector, set the ArtFrame...