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)

Adjusting for image aspect ratio

You probably noticed that some ofyour pictures appear squished, since our framed image is shown at a fixed size and aspect ratio. What we really would like is for the frame and image to adjust themselves, depending on the dimensions of the image.

When Unity imports a texture, it prepares it (by default) for graphics processing unit (GPU) rendering as an object material texture, which includes resizing it to a square power of two (for example, 1024 x 1024, 2048 x 2048). If you adapt your project to load images at runtime—for example, from theResourcesdirectory, or from the device's photostream, or over the web—then you will probably have access to the image file's metadata header that includes its pixel width and height. Unfortunately, because of using imported textures, Unity only provides the size of the imported scaled image, not the originals. One solution is to change the Advanced Import Settings for the images...