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)

Summary

In this chapter, we built an art gallery scene from scratch, starting with a 2D plan, drawing and using the ProBuilder tools to construct a 3D architectural structure. We built a scene around the model, adding PBR materials and environmental lighting. Then, we built an artwork rig consisting of an image, a picture frame, and a spotlight, and placed instances of the rig on various walls throughout the gallery. Next, we imported a bunch of personal photos and wrote a script that populates the art frames at runtime. Adding more detailed data about each piece of artwork, we explored several ways of managing lists of non-graphical data and settled on an object-oriented approach, where each rig is responsible for handling its own data, stored in Scriptable Objects. Finally, we added the ability to teleport around within the art gallery level, using the XR Interaction Toolkit locomotion system.

You have learned some of the basics of mesh editing and 3D modeling, while...