Book Image

Complete Virtual Reality and Augmented Reality Development with Unity

By : Jesse Glover, Jonathan Linowes
Book Image

Complete Virtual Reality and Augmented Reality Development with Unity

By: Jesse Glover, Jonathan Linowes

Overview of this book

Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You’ll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You’ll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you’ll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You’ll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking. You’ll learn the Unity 3D game engine via the interactive Unity Editor and C# programming. By the end of this Learning Path, you’ll be fully equipped to develop rich, interactive mixed reality experiences using Unity. This Learning Path includes content from the following Packt products: • Unity Virtual Reality Projects - Second Edition by Jonathan Linowes • Unity 2018 Augmented Reality Projects by Jesse Glover
Table of Contents (24 chapters)
Title Page
Copyright
About Packt
Contributors
Preface
Index

Chapter 12. Censored - Various Sensor Data and Plugins

In this chapter, we will discuss the various sensors that we can access through the various SDKs provided to us. This includes ARKit, Vuforia, ARCore, Swift API, and the Java API. Now, the reason we will be going with this route is that there are some things in the core APIs that are not exposed in the SDKs provided to Unity but that we can leverage using native plugins with wrapper calls in C#. To break this up, to be a little more succinct without going outside of the bounds of this book, I will not be teaching the syntax of the Java or Swift programming languages; there are already some fantastic books that have been written by other Packt authors that cover this material, such as Beginning Swift (https://www.packtpub.com/application-development/beginning-swift) and Java Programming for Beginners (https://www.packtpub.com/application-development/java-programming-beginners).

This chapter will be broken down into several main sections...