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)

Implementing a HUD

The term HUD originates from its use in an aircraft, where a pilot is able to view information while looking forward rather down at their instrument panels. In Unity, a HUD may be implemented as a canvas-based UI floating in your field of view, overlaying the gameplay scene. Typically a HUD is more about displaying information than providing interactable buttons or controls. In this section, we'll test two different variations of HUDs—what I characterize as visor HUD and windshield HUD. We'll start with the visor HUD and then add a little script that gracefully hides the panel with a fadeout when we want it to disappear.

Creating a visor HUD

For a visor HUD, the UI canvas is attached to the camera object in the scene, so when you move your head, the canvas doesn't appear to respond to your head movement. Rather, it seems to bestuck to your face (haha)! For a nicer way to describe it, suppose you're wearing a helmet...