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)

Teleporting around the gallery

We've done so much, and yet have not discussed moving throughout the gallery level. In Chapter 7, Teleporting, Locomotion, and Comfort, we examined various ways of implementing locomotion and teleportation. Let's now set up specific teleportation spawn points that provide an optimal viewing pose for each artwork picture in the gallery.

We'll begin by adding the XR Interaction Toolkit's Locomotion System to our scene, including teleportation and snap turning. You can set it all up component by component (Teleportation Provider, Snap Turn Provider, XR Ray Interactor line types and renderer, and so on). For brevity, let's just borrow the demo rig provided with the Unity XR Interaction Toolkit examples we already installed in Chapter 7, Teleporting, Locomotion, and Comfort (and which can be found at the following GitHub repository: https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples). Add the XRRig Demo...