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

Using a Timeline to activate objects


We just added an Audio Track to the Timeline. Another type of Timeline track is an Activation Track. Associated with a specific game object, an Activation Track with enable or disable that game object at the specified times.

According to our plan, when the timeline starts, the bird's nest will be hidden (NestAndEgg object). At the 35-second mark, it becomes enabled. Also, when the nest is first enabled, it should have the WholeEgg. Then at the 80-second mark, it is hidden and the HatchedEgg is enabled instead.

The NestAndEgg game object hierarchy, as shown here, contains the Nest itself, a WholeEgg object, and a HatchedEgg (which has the two eggshell halves):

Let's add the activation sequence to the Timeline now:

  1. With BlackbirdDirector selected in Hierarchy, drag the NestAndEgg object from Hierarchy into the Timeline Editor window.
  2. A menu pops up, asking what type of track to add; choose Activation Track.
  3. A small rectangular track marker is added to the track...