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

Summary


In Unity, user interfaces that are based on a canvas object and the event system include buttons, text, images, sliders, and input fields, which can be assembled and wired to objects in the scene.

In this chapter, we took a close look at various world space UI techniques and how they can be used in virtual reality projects. We considered ways in which UI for VR differs from UI for conventional video games and desktop applications. Also, we implemented over a half of a dozen of them, demonstrating how each can be constructed, coded, and used in your own projects. Our C# scripting got a little more advanced, probing deeper into the Unity engine API and modular coding techniques.

You now have a broader vocabulary to approach UI in your VR projects. Some of the examples in this chapter can be directly applicable in your own work. However, not all need to be home-grown. VR UI tools are increasingly being provided in VR headset SDKs, open source VR middleware projects, and third-party Unity...