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 the Animation editor

Next, we'll create another animation track in order to animate the nest so that it starts positioned in the grown tree and then drifts slowly to the ground, wafting like a falling leaf. We want it to exhibit a gentle rocking motion. This is a little more complicated than the simple two-keyframe animation we just did, so we'll do our work in a separate Animation Window instead of the narrow track band on Timeline Editor. It will animate from 0:35 to 0:45 seconds.

Animations are based on keyframes. To animate a property, you need to create a keyframe and define the property values for that frame in time. In the previous example, we had just two Keyframes, for the start and end Scale values. Unity fills in-between values with a nice curve. You can insert additional Keyframes and edit the curve's shape. We will use these for the wafting nest.

A wafting nest

We are going to make the nest fall gently from the tree. We...