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

Basic button input


Unity includes a standard Input Manager for accessing traditional game controller, keyboard, mouse, and mobile touchscreen input. This can include specific button presses, joystick axes, and the device accelerometer, for example. It also supports input from VR and AR systems.

The Input Manager provides an abstraction layer over the physical input devices. For example, you can reference logical inputs, such as the Fire1 button, which is mapped to a physical button. The mappings for your project can be set up and modified in Edit | Project Settings | Input

Note

For a general overview and details of Unity Input Manager, see https://docs.unity3d.com/Manual/ConventionalGameInput.html.  For scripting the Input class, see https://docs.unity3d.com/ScriptReference/Input.html. Input mapping for various VR devices can be found at https://docs.unity3d.com/Manual/vr-input.html.

Let's take a look. To start, we will write a test script to get a specific button state and see how the Unity...