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

Teleportation toolkits


We have explored several different locomotion and teleportation mechanics. All of them use your gaze direction for selection. This is sometimes the best choice. Sometimes it's not. It certainly is the lowest common denominator between various VR devices, from high-end HTC VIVE and Oculus Rift to the low-end Google Cardboard, gaze-based selection with a simple click will always be available. 

It is likely you will prefer to use the hand controller for selection. High-end systems include two positionally tracked controllers, one for each hand. Lower-end devices, such as Google Daydream, include a single 3DOF "laser pointer" controller. Another reason we avoided implementing with controllers so far is the coding varies greatly from one device to the next. Also, the device-specific toolkits often come with components and prefabs that implement this mechanic, optimized for their particular platform, including high-performance shaders for rendering arced laser beams and teleportation...