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)

Managing art info data

We will consider several software design patterns to manage metadata associated with each photographic art piece, including in the first two sub-topics—separate lists and data structures—for your edification. Then, we'll actually use Scriptable Objects (explained next) as the preferred data management technique in our project.

Using lists

One approach to adding more data about each photo could be toadd more lists to thePopulateArtFramesscript, one for each of the data fields. For example, the script may contain the following code (no need to add this code yourself—this is only for teaching purposes):

 public Texture[] images;
public string[] titles;
public string[] artists;
public string[] descriptions;

In such a case, theInspectorwould show the following (I limited the list to four items for brevity):

When you have lists in the Unity Inspector, it's not unusual...