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 an art gallery scene from scratch, starting with a 2D plan drawing and going into Blender to construct a 3D architectural structure. We imported the model into Unity and added some environmental lighting. Then, we built an artwork rig consisting of an image, a picture frame, and a spotlight, and placed instances of the rig on various walls throughout the gallery. Next, we imported a bunch of personal photos and wrote a script that populates the art frames at runtime. Adding more detailed data about each artwork, we explored several ways of managing lists of non-graphical data. Finally, we added the ability to move around within the art gallery level, via teleportation and an automated first-person walkthrough of the scene.

In the next chapter, we will take a look at a different kind of VR experience using pre-recorded 360-degree media. You will...