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)

Using Unity skyboxes

Back in the old days, or at least before 360-degree photos, we simply referred to 360 images as skyboxesas the way to create background imagery in computer graphic landscapes. Skyboxes depict what's far on the horizon, may contribute to the ambient lighting of the scene, can be used for rendering reflections on object surfaces, and are not interactable. Unity supports skyboxes as part of the Lighting Environment for each scene. We used skyboxes already in a few of the previous chapters' projects (including Wispy Sky and Skull Platform). Common sources of skyboxes include cylindrical panoramas, spherical panoramas (360 images), and a six-sided cube. We won't consider the cylindrical one since it's less useful for VR. We'll look at cubemaps first.

Six-sided or cubemap skyboxes

A skybox can be represented by six sides of a cube, where each side is akin to a camera capturing its view pointing in each of the six directions...