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

Visor HUD


A heads-up display, or HUD, is a floating canvas in your field of view that overlays the gameplay scene. In VR vernacular, there are two variations of HUDs. I'll call these variations the visor HUD and the windshield HUD. This section looks at the first one.

In visor HUD, the UI canvas is attached to the camera. It doesn't appear to respond to your head movement. When you move your head, it appears to be stuck to your face. Let's look at a nicer way of visualizing it. Suppose you're wearing a helmet with a visor, and the UI appears projected onto the surface of that visor. There may be contexts where this is OK in virtual reality, but it is likely to break the sense of immersion. So, it should generally only be used either when the visor is a part of the gameplay, or if the intent is to take you out of the scene, such as the utility menus for the hardware or the system.

Let's make a visor HUD with a welcome message as follows, and see for ourselves how it feels:

  1. In the Hierarchy panel...