Book Image

Unity 2020 Virtual Reality Projects - Third Edition

By : Jonathan Linowes
Book Image

Unity 2020 Virtual Reality Projects - Third Edition

By: Jonathan Linowes

Overview of this book

This third edition of the Unity Virtual Reality (VR) development guide is updated to cover the latest features of Unity 2019.4 or later versions - the leading platform for building VR games, applications, and immersive experiences for contemporary VR devices. Enhanced with more focus on growing components, such as Universal Render Pipeline (URP), extended reality (XR) plugins, the XR Interaction Toolkit package, and the latest VR devices, this edition will help you to get up to date with the current state of VR. With its practical and project-based approach, this book covers the specifics of virtual reality development in Unity. You'll learn how to build VR apps that can be experienced with modern devices from Oculus, VIVE, and others. This virtual reality book presents lighting and rendering strategies to help you build cutting-edge graphics, and explains URP and rendering concepts that will enable you to achieve realism for your apps. You'll build real-world VR experiences using world space user interface canvases, locomotion and teleportation, 360-degree media, and timeline animation, as well as learn about important VR development concepts, best practices, and performance optimization and user experience strategies. By the end of this Unity book, you'll be fully equipped to use Unity to develop rich, interactive virtual reality experiences.
Table of Contents (15 chapters)

What is virtual reality?

Today, we are witnesses to burgeoning consumer-accessible VR, an exciting technology that promises to transform in a fundamental way how we interact with information, our friends, and the world at large.

What is virtual reality? In general, VR is the computer-generated simulation of a 3D environment, which seems very real to the person experiencing it, using special electronic equipment. The objective is to achieve a strong sense of being present (presence) in the virtual environment.

Today's consumer tech VR involves wearing HMD (head-mounted display) goggles to view stereoscopic 3D scenes. You can look around by moving your head, and walk around by using hand controls or motion sensors. You are engaged in a fully immersive experience. It's as if you're really there in some other virtual world. The following photo shows me, the author, experiencing an Oculus Rift Development Kit 2 (DK2) in 2015:

VR is not new. It's been here for decades, albeit hidden away in academic research labs and high-end industrial and military facilities. It was big, clunky, and expensive. Ivan Sutherland invented the first HMD in 1965 (see https://amturing.acm.org/photo/sutherland_3467412.cfm). It was tethered to the ceiling with metal pipes! In the past, several failed attempts have been made to bring consumer-level VR products to the market:

In 2012, Palmer Luckey, the founder of Oculus VR LLC, gave a demonstration of a makeshift head-mounted VR display to John Carmack, the famed developer of the Doom, Wolfenstein 3D, and Quake classic video games. Together, they ran a successful Kickstarter campaign and released a developer kit called Oculus Rift Development Kit 1 (DK1) to an enthusiastic community. This caught the attention of investors, as well as Mark Zuckerberg (Facebook CEO), and in March 2014, Facebook bought the company for $2 billion. With no product, no customers, and infinite promise, the money and attention that it attracted helped fuel a new category of consumer products.

At the same time, others were also working on their own products, which were soon introduced to the market, including Steam's HTC VIVE, Google Daydream, Sony PlayStation VR, Samsung Gear VR, Microsoft's immersive Mixed Reality, and more. New innovations and devices that enhance the VR experience continue to be introduced.

Most of the basic research has already been done, and the technology is now affordable, thanks in large part to the mass adoption of devices that work on mobile technology. There is a huge community of developers with experience in building 3D games and mobile apps. Creative content producers are joining in and the media is talking it up. At last, virtual reality is real!

Say what? Virtual reality is real? Ha! If it's virtual, how can it be... Oh, never mind.

Eventually, we will get past the focus on the emerging hardware devices and recognize that content is king. The current generation of 3D development software (commercial, free, or open source) that has spawned a plethora of indie (independent) game developers can also be used to build nongame VR applications.

Though VR finds most of its enthusiasts in the gaming community, the potential applications reach well beyond that. Any business that presently uses 3D modeling and computer graphics will be more effective if it uses VR technology. The sense of immersive presence that is afforded by VR can enhance all common online experiences today, which includes engineering, social networking, shopping, marketing, entertainment, and business development. In the near future, viewing 3D websites with a VR headset may be as common as visiting ordinary flat websites today.

It's probably worthwhile to clarify what virtual reality is not by comparing VR with augmented reality.