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)

Summary

In our journey through this chapter, we experienced software development as an iterative process, changing, reworking, and improving our game multiple times. Some changes were big, while others were small. We built games that use the Unity Physics Engine and other features.

First, we explained in layman's terms the relationship between Rigidbody, Colliders, and Physic Materials, and explored how the physics engine uses these to determine the velocity and collision of objects in the scene. Then, we considered the life cycle of game objects and implemented an object pooler that helps avoid memory fragmentation and GC, which can lead to performance problems and VR discomfort.

Using what we learned, we implemented several variations of a ball game, first aiming for a target with your head, and then using hand paddles. We modified the game so that, instead of serving balls from above, using gravity, we shoot them from in front and apply a velocity vector...