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

Juicing the scene


Having the basic mechanics implemented, we can now juice it! One of my favorite VR games is the popular Audio Shield (http://audio-shield.com/). We're almost there building our own, we just need to add fireballs, a compelling environment scene, and synchronizing the fireball shots with music! 

Note

The term juice it for game design was popularized by Jonasson and Purho in their presentation talk from 2012,  Juice it or lose it - a talk by Martin Jonasson & Petri Purho (https://www.youtube.com/watch?v=Fy0aCDmgnxg). 

A juicy game feels alive and responds to everything you do, tons of cascading action and response for minimal user input.

Great balls of fire

In the previous section, we disabled Use Gravity on the shooting balls. We did this in anticipation of changing the balls from being bouncy balls to balls of fire. Let's make that magic happen now. We will use the Particle System to render it instead of mesh geometry.

There are a lot of ways to get particle effects into your...