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)

Lighting and rendering strategies

Lighting your scenes starts with your project's requirements and your own decisions about the look and style you are aiming for. Do you want high-quality realism or simpler geometric rendering? Do you want lifelike objects or cartoon-like graphics? Are you lighting an outdoor scene or an indoor one? Just as important, you also need to ask yourself what are the primary target platforms, especially: is it mobile, desktop, or console? At some point in your projects, before creating the final assets and lighting, you need to figure out your lighting strategy, as Unity recommends:

Altering your lighting strategy late in development has a high impact on your workflow. Taking the time to get this right before you enter production saves time overall, and allows you to achieve better performance and higher visual fidelity.

In this section, I'll try to break down the different types of lighting sources and settings you can use...