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 Animator Controllers


While recording animations as Timeline tracks is very convenient, it does have limitations. Those animations "live" in the Timeline. But, sometimes you want to treat animations as assets in their own right. For example, you would use Animation Clips if you want an animation to loop repeatedly, or transition between animations, or blend their actions, or apply the same set of animation curves to other objects.

We will take a look at a couple of existing examples of Animators and then use the existing birds one to make our Bluejay fly.

Definitions for Animation and Animator

Animators have been the standard way of managing Animation Clips in Unity, before Timeline. It uses an Animator Component, an Animator Controller, and an Animation Clip. Fortunately, if you create a new Animation Clip on an object, Unity creates each of these items for you. But it's important to understand how they fit together.

Briefly, from the Unity manual (https://docs.unity3d.com/Manual/animeditor...