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)
Optimizing for Performance and Comfort

As we've mentioned throughout these chapters and projects, the success of your VR app will be negatively impacted by any discomfort your users feel. It is a fact that VR can cause motion sickness. The symptoms of motion sickness include nausea, sweating, headaches, and even vomiting. It can take hours – perhaps an overnight sleep – to recover. In real life, humans are susceptible to motion sickness: riding a roller coaster, a bumpy airplane, a rocking boat. It's caused when one part of your balance-sensing system thinks your body is moving but other parts don't.

In VR, this could occur when the eyes see motion but your body doesn't sense it. We've considered ways you can design your VR apps to avoid this. With locomotion, always give the user control over their first-person movement. Try to avoid riding-the-rails experiences and especially avoid...