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)

Having fun with photo globes

To begin exploring these concepts, let's have a little fun and apply ordinary (rectangular) images to 3D spheres. First, let's take a regular photo and apply it as a texture to a sphere, just to see what it does and how bad it looks. Then, we'll use a properly distorted equirectangular photosphere texture. You'll see why that's required to make a globe look correct, but you'll also need a compatible mesh geometry for the project to look right. Lastly, we'll invert the shader we're using to view the globes so that the image projects onto the inside of the sphere instead of the outside. Then, we'll play with it as a magic orb in VR.

Seeing crystal balls

"Auntie Em! Auntie Em!" cried Dorothy in the Wizard of Oz 1939 movie as she gazed into a crystal ball, seeking help from the Wicked Witch. Let's consider making a crystal ball using Unity, my little pretty!In Chapter 8, Lighting...