Book Image

Unity Virtual Reality Projects

By : Jonathan Linowes
Book Image

Unity Virtual Reality Projects

By: Jonathan Linowes

Overview of this book

What is consumer “virtual reality�? Wearing a head-mounted display you view stereoscopic 3D scenes. You can look around by moving your head, and walk around using hand controls or motion sensors. You are engaged in a fully immersive experience. On the other hand, Unity is a powerful game development engine that provides a rich set of features such as visual lighting, materials, physics, audio, special effects, and animation for creating 2D and 3D games. Unity 5 has become the leading platform for building virtual reality games, applications and experiences for this new generation of consumer VR devices. Using a practical and project-based approach, this book will educate you about the specifics of virtual reality development in Unity. You will learn how to use Unity to develop VR applications which can be experienced with devices such as the Oculus Rift or Google Cardboard. We will then learn how to engage with virtual worlds from a third person and first person character point of view. Furthermore, you will explore the technical considerations especially important and possibly unique to VR. The projects in the book will demonstrate how to build a variety of VR experiences. You will be diving into the Unity 3D game engine via the interactive Unity Editor as well as C-Sharp programming. By the end of the book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. So, let's get to it!
Table of Contents (18 chapters)
Unity Virtual Reality Projects
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
11
What's Next?
Index

Adding multiplayer networking


To make the scene run as multiplayer we need, at a minimum, a Network Manager component, and we need to identify any objects that will get spawned using the Network Identity component.

Network Manager and HUD

First, we'll add the Network Manager component, as follows:

  1. Navigate to GameObject | Create Empty and rename it NetworkController.

  2. Navigate to Add Component | Network | Network Manager.

  3. Navigate to Add Component | Network | Network Manager HUD.

We also added a Network Controller HUD menu, a crude default menu that Unity offers to select the runtime networking options (you can see it in the images that follow). It's for development. In a real project, you'll probably replace the default HUD with something more appropriate.

Network Identity and Transform

Next, add a Network Identity to the Avatar prefab. We will also add a Network Transform, which instructs the networking system to synchronize the player's Transform values to the avatar instances on each client,...