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)
Setting Up Your Project for VR

Yeah well, this is cool and everything, but where's my VR? I WANT MY VR! Hold on, kid, we're getting there.

In this chapter, we are going to set up our system and configure our project so that it can be run with a virtual reality head-mounted display (HMD). This chapter is very nuts and bolts. Although Unity aims to provide a unified platform for create once, build many, you are still going to need to do some system setup, project configuration, and maybe even include object components specifically for your target devices. After the first couple of topics in this chapter, you can jump to the section(s) that address your specific target devices.

In this chapter, we will cover the following topics:

  • Using the Unity XR platform
  • Managing virtual reality plugins for your platform
  • Installing the XR Interaction Toolkit package
  • Creating...