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)

Summary

360-degree media is compelling because VR tricks your FOV by updating the viewable area in real-time as you move your head around, making the screen of your HMD seem to have no edges. We started this chapter by describing what 360-degree images are, as well as how the surface of a sphere can be flattened (projected) into a 2D image by using equirectangular projections in particular. Stereo 3D media includes separate equirectangular views for the left and right eyes.

We began exploring this in Unity by simply mapping a regular image on the outside of a sphere, and were perhaps frightened by the distortions. Then, we saw how an equirectangular texture covers the sphere evenly for rendering a globe. Next, we inverted the sphere with an inverted shader, mapped the image inside the sphere, and made it a 360-degree photosphere viewer that can load photos from the web. After that, we added video.

Then, we looked at using skyboxes instead of a game object for rendering...