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)

Juicing the scene

Having the basic mechanics implemented, we can now juice it! One of my favorite VR games is the popular Audio Shield (http://audio-shield.com/). We're almost there building our own, we just need to add fireballs, a compelling environment scene, and synchronizing the fireball shots with music!

The term juice it for game design was popularized by Jonasson and Purho in their presentation talk from 2012, Juice it or lose it - a talk by Martin Jonasson & Petri Purho (https://www.youtube.com/watch?v=Fy0aCDmgnxg). A juicy game feels alive and responds to everything you do, tons of cascading action and response for minimal user input.

Great balls of fire

In the previous section, we disabled Use Gravity...