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)

Summary

In this chapter, we explored a variety of software patterns for handling user input for your VR projects. The player uses a controller button to create, inflate, and release balloons into the scene. First, we tried the standard Input class for detecting logical button clicks, like the "Fire1" button, and then learned how to access device-specific SDK input, such as the OpenVR trigger button with haptic feedback.

In our scene, we implemented a simple input component for polling the button actions. Then, we refactored the code to use scriptable objects to hold the input action data. In the third implementation, we used Unity Events to message input actions to listening components. We also enhanced the scene to attach the balloon to your virtual hand position, and added the ability to pop the balloons as explosive projectiles! Lastly, we used an interactable framework...