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

Pointing and clicking with VR components


As we have seen, while Unity provides UI elements such as canvas text, buttons, and other controls that are specially tuned for conventional screen space UI and mobile app, using them in World Space and tying them together with VR user input can get pretty involved. World space interactions assume some physics, colliders, and ray casts to detect interaction events.

 

 

Fortunately, VR device-specific toolkits may provide components that take care of some of this work already. As we saw in previous chapters, device manufacturers provide toolkits built atop their Unity SDK with convenient scripts, prefabs, and demo scenes that illustrate how to use them.

In this case, we're looking for components that let you design scenes using Unity UI elements on canvas, take advantage of all their EventSystem interactivity goodness, use world space 3D models, and input controllers or laster pointers. For example, consider these: 

  • Oculus Rift and GearVR: OVRInputModule...