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 Unity events for input

Events allow the decoupling of the source of the event from the consumer of the event. Basically, events are a messaging system where one object triggers an event. Any other objects in the project can listen for the event. It can subscribe to a specific function to be called when the event occurs.

Events are a very rich topic, and we can only introduce them here. We will be using the event pattern in various contexts throughout this book, including UI, collisions, and XR interactions. For more information on using Unity events, there are a lot of good references online, including the Unity tutorials at https://learn.unity.com/tutorial/events-uhandhttps://learn.unity.com/tutorial/create-a-simple-messaging-system-with-events.

For this example, we'll create a separate input controller that reads the input button's state and invokes an event and then modify the BalloonController to subscribe to the events. The following diagram...