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)

Moving around the gallery

We've done so much, and yet have not discussed moving about the gallery level. In Chapter 7, Locomotion and Comfort, we examined various ways of implementing locomotion and teleportation. Let's now consider setting up specific teleportation spawn points that provide an optimal viewing pose for each artwork picture in the gallery.

Teleporting between pictures

I suppose a good viewing position is about one meter back from the picture. We can add a ViewPose object at that location, within the ArtworkRig. We'll place its origin on the floor. Let's add that now:

  1. Select a ArtworkRig in Hierarchy
  2. Create a child Empty game object, name it ViewPose
  3. Reset the ViewPose transform
  4. Set its...