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)

Interactable items

Directly interacting with objects in VR, such as grabbing items and using them to perform other actions, is a bit more complex. And, it can be tricky to get right. So it doesn't make sense, especially in this book, to grow our own interaction system. Unfortunately, there is not a single standard toolkit either. But, there are more than a few very good toolkits you can use, albeit most are specific to individual target platforms.

Generally, the architecture is similar among these solutions:

  • Provides prefabs for the player camera rig
  • Camera rig includes objects for your hands, including input controller components
  • Hand objects include components that trigger events when interactions occur
  • An interactable component is added to any objects in the scene that can be interacted with using input events
  • Additional components and options extend the interactable...