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)

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "Open theAssets/Scenes/folder."

A block of code is set as follows:

public class BallsFromHeaven : MonoBehaviour 
{ public GameObject ballPrefab;
public float startHeight = 10f;
public float interval = 0.5f;

private float nextBallTime = 0f;

private void Start()
{
nextBallTime = Time.time + interval;
}

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

  public float startHeight = 10f;
public float interval = 0.5f;

private float nextBallTime = 0f;
private ObjectPooler objectPooler;

private void Start()
{
nextBallTime = Time.time + interval;
objectPooler = GetComponent<ObjectPooler>();
}

Bold: Indicates a new term, an important word, or words that you see onscreen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: "Add anXR Rig object by going to GameObject | XR | Stationary XR Rig."

Warnings or important notes appear like this.
Tips and tricks appear like this.