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)
Animation and VR Storytelling

The stories we tell, and how we tell them, say a lot about who we are and what we will become. Storytelling between humans is as primal as any human activity and the basis of interpersonal communications, mythology, religion, historical record, education, entertainment, and all of the arts. VR is emerging as one of the newest, and potentially most profound, storytelling media formats.

In the previous chapter, we looked at 360-degree media, which itself is becoming its own medium for VR storytelling, especially for non-fictional documentaries, which are capable of transmitting human experience and creating immersive empathy for humanitarian crises. Many of the tools and lessons we will cover in this chapter can also be used with 360-degree media, but we're going to focus on 3D computer graphics and animation here.

For this project, we are going to create a little VR experience...