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 built a game that uses Unity's Physics Engine and a number of other features. First, we explained in layman's terms the relationship between Rigidbody, Colliders, and Physic Materials, and explored how the physics engine uses these to determine the velocity and collision of objects in the scene.

Then, we considered the life cycle of game objects and implemented an object pooler that helps avoid memory fragmentation and garbage collection, which can lead to performance problems and VR discomfort.

Using what we learned, we implemented several variations of a ball game, first aiming for a target with your head, then using hand paddles. We modified the game so that, instead of serving balls from above-using gravity, we shoot them from in front and apply a velocity vector. Lastly, we juiced up our game, changing the bouncy balls into fireballs...