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)

Building and running your project

    It's always a good idea to actually build and run your project as early as possible in your VR development projects. A good first time to try is once things are set up. Then, you can continue to iterate the develop, build, run, and test cycle frequently throughout development. I'll remind you of this as we develop our projects.

    So far, you have set the target platform for your build, for example, as standalone Windows or Android. You've installed the XR packages and SDK required for your device. Finally, you've set up an XR camera rig in the scene using the XR Interaction Toolkit. Before you can build, you may also need to configure additional player settings.

    Configuring the player settings

    There are a wide variety of Player Settings you may need to configure, depending on your target platform.These control the runtime player that is deployed on the target platform and runs your Unity project. These...