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

If looks could kill


We got this far. We might as well try to kill Ethan (haha!). Here are the specifications for this new feature:

  • Looking at Ethan hits him with our line-of-sight raygun
  • Sparks are emitted when the gun hits its target
  • After 3 seconds of being hit, Ethan is killed
  • When he's killed, Ethan explodes (we get a point) and then he respawns at a new location

The KillTarget script

This time, we'll attach the script to a new empty GameController object by performing the following steps:

  1. Create an empty game object and name it GameController.
  2. Attach a new C# script to it, using Add Component, named KillTarget.
  3. Open the script in MonoDevelop.

Here's the completed KillTarget.cs script:

using UnityEngine; 
using System.Collections; 
 
public class KillTarget : MonoBehaviour { 
  public GameObject target; 
  public ParticleSystem hitEffect; 
  public GameObject killEffect; 
  public float timeToSelect = 3.0f; 
  public int score; 
 
  private float countDown; 
 
  void Start () { 
    score = 0;...