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

Headshots


Wouldn't it be fun to actually play with these bouncy balls? Let's make a game – try to aim the ball at a target using headshots. For this game, balls drop one at a time from above and bounce off your forehead (face), aiming for a target.

Feature: When a ball drops from above your head, you bounce it off your face and aim for a target.

To implement this, place a cube collider on the MeMyselfEye head, parented by the VR camera, so our head pose will move the face of the cube. I decided a cube shaped collider will be better for this game than a sphere or capsule, because it provides a flat face (like a paddle) that will make the bounce direction more predictable. Balls will drop out of the sky. For a target, we'll use a flattened cylinder. We'll add audio cues to indicate when a new ball has been released, and when a ball hits the target.

Create a new scene and implement the head as follows:

  1. Navigate to File | Save Scene As and name it BallGame.

  2. Delete the BallsFromHeaven script component...