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 for Immersive WindowsMR

    This section describes how to set up and build your VR project so that it runs on a Windows Mixed Reality (WMR) immersive VR headset. This allows it to be run on Windows 10. You can choose to target Standalone / Windows in Build Settings or Universal Windows Platform for development. (Alternatively, you can build for OpenVR and run your WMR device in SteamVR, in which case, follow the instructions in that section instead). However, to publish to the Windows Store, you must build to target Universal Windows Platform.

    Microsoft's 3D media Mixed Reality strategy is used to support a spectrum of devices and applications, from virtual reality to augmented reality. This book and our projects are about VR. At the other end of this spectrum is the Microsoft HoloLens wearable AR device. Developing for MR requires that you're using a Windows 10 PC and have Visual Studio installed. At the time of writing, the minimum requirement...