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)

The windshield HUD

The term heads-up display, or HUD, originates from its use in aircrafts, where a pilot is able to view information with their head positioned in such a way that they are looking forward rather down at their instrument panels. Owing to this usage, I'll refer it as windshield HUD. Like visor HUD, the information panel overlays the gameplay, but it isn't attached to your head. Instead, you can think of it as being attached to your seat while you are in a cockpit or at the dentist.

A visor HUD is like the UI canvas—it is attached to your head. A windshield HUD is like it's attached to a glass dome around you.

Let's create a simple windshield HUD by performing the following steps:

  1. From the Project panel, drag the DefaultCanvas prefab onto the MeMyselfEye object in the Hierarchy panel so that it becomes an immediate child of MeMyselfEye...