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

Summary


In this chapter, we built an animated VR story. We began by deciding what we want to do, planning out the timeline, music track, graphic assets, animation sequences, and lighting. We imported our assets and placed them in the scene, then created a Timeline and roughed out when specific objects are enabled and disabled using an Activation Track. Next, we animated several objects, including growing the tree, floating the nest, and rumbling the egg. We also animated the lighting, learning how to animate game object parameters other than Transforms.

We also used Animation Clips and an Animator Controller, using animations imported from a third-party package. We reviewed a script that calls into the Animator and wrote a controller on top of that, to fly the bird from location to location. Lastly, we added interactions to the story, using gaze-based control to start and replay the experience.