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)

Managing art info data

We could end here, but suppose we want to track more data than just the images for each artwork, such as artist, title, description, and so on. First, we'll consider several software design patterns to manage the data, including separate lists, data structures, and scriptable objects. Later, we'll update our ArtworkRig to display the info with each framed artwork.

The first two scenarios are for explanation only. We will actually implement the ScriptableObjects one last.

Using lists

One approach could be to add more lists to the PopulateArtFrames script for each of the data fields. For example, if the script had the following:

 public Texture[] images;
public string[] titles;
public string...