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

Paddle ball game


Next, we'll add hand controlled paddles to hit the ball. To keep things somewhat generic, our game paddles will be simple objects parented by the hand controllers in your camera rig. We'll move the target to be on a wall instead of the floor, and serve the balls a little further out in front of you so they're reachable

To set up the scene, you can Save As a new name and we'll work from here. I'll name my PaddleBallGame.

  1. Select File | Save Scene As and name it PaddleBallGame
  2. Disable the head Cube we previously added as a child of the camera, if present

First, let's create a paddle. We'll construct a very simple model using cylinders. You can find better ones, shaped and textured, online. 

  1. In the Hierarchy root, Create | Create Empty, name it Paddle, and reset its Transform
  2. Add a child cylinder object (Create | 3D Object | Cylinder) and name it Handle
  3. Set the Handle's Scale to (0.02, 0.1, 0.02)
  4. Add another Cylinder as a sibling of Handle and name it Pad
  5. Set the pad's Scale to (0.2...