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

Building for GearVR and Oculus Go


To build for Samsung GearVR and Oculus Go mobile devices, you will use the Oculus SDK. These are both Android-based devices so you must set up your development machine for Android development as described previously (Oculus Go is binary and compatible with GearVR). Then complete the following steps in Unity:

  1. Configure your Unity Build Settings to target the Android platform.
  2. In Player Settings, under XR Settings, set Virtual Reality Enabled
  3. Ensure Oculus is at the top of the Virtual Reality SDKs list.
  4. Download and Install the Oculus Integration package from the Asset Store, as instructed previously.

Now we will add the OVR camera rig to the MeMyselfEye object in our scene. These steps are like the Standalone Oculus Rift setup described previously. In this case, you can use the same MeMyselfEye prefab for both Rift and GearVR.

  1. Look in your Project window; under the Assets folder, you should have a folder named OVR.
  2. Within that is a subfolder called Prefabs. Drag...