Book Image

Unity Virtual Reality Projects - Second Edition

By : Jonathan Linowes
Book Image

Unity Virtual Reality Projects - Second Edition

By: Jonathan Linowes

Overview of this book

Unity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices. Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine to develop VR applications. With its practical and project-based approach, this book will get you up to speed with the specifics of VR development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand-controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn about the Unity 3D game engine via the interactive Unity Editor, and you will also learn about C# programming. By the end of the book, you will be fully equipped to develop rich, interactive VR experiences using Unity.
Table of Contents (15 chapters)

Recording an Animation Track

As you would expect, in addition to audio and activation tracks, Timelines can include animation tracks. Unity's animation features have evolved over the years and Timeline greatly simplifies basic animation capabilities within Unity. You can create and edit animations directly within Timeline without having to create separate Animation Clips and Animator Controllers. These we will get to later in this chapter. For now, we will start simple, animating just a few Transform parameters on the tree and the nest.

A growing tree

We want to add an animation of the tree growing from small (scale 0.1) to full size, from 0 to 30 seconds in the Timeline. We do this by adding an Animation Track for the...