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)

Viewing 360-degree photos

Yes sir, it's all the rage these days. It's better than panoramas. It's better than selfies. It may even be better than Snapchat! We're finally getting to the moment that you've been waiting for! It's 360-degree photos! We covered a lot of topics in this chapter, which will now make it fairly easy for us to talk about a 360-degree photo viewer. To build one, we'll just make a very big sphere with shader back faces rendered as they were previously. Start with a new empty scene:

  1. Create a new scene by navigating toFile|New Scene. Then, navigate toFile|Save As...and name itPhotoSphere.
  2. Add a stationary XR Camera Rig to the scene usingGameObject | XR | Stationary XR Rig.
  3. Set the XR Rig's Positionto (0,0,0).

Now, to view a 360-degree photo, we simply make a giant sphere with the image on its inside, as follows:

  1. Create an equirectangular sphere...