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

In this chapter, we built an animated VR story. We began by deciding what we wanted to do by planning all the necessary details, including the timeline, music track, graphic assets, animation sequences, and lighting. We imported our assets and placed them in the scene. Then, we created a Timeline and roughly estimated when specific objects will be enabled and disabled using an Activation Track. Next, you learned how to animate several objects, including growing the tree and bird, floating the nest, and making the egg wobble. You also animated the lighting and learned how to animate game object parameters other than Transforms.

You also used Animation Clips and an Animator Controller in order to use animations imported from a third-party package, Living Birds. You wrote a control script that calls the Animator to tell the bird when to flap its wings for flying or landing. We then defined location markers to define where the bird will hop, fly, and land from one...