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)

Tracking your hands

To start taking advantage of the positional tracking of your hands, we simply need to parent the balloon prefab to the hand model. Our scene includes an XR Rig that contains not only the Main Camera that is positionally tracked with the player's head-mounted display, but it also contains a LeftHand Controller and RightHand Controller that are tracked with the player's hand controllers. Any game object that is a child of the hand controller object will be tracked along with it. To implement this, we will first modify the CreateBalloon function so that new balloons are attached to your hand controller and move with it as you move your hands. As we'll see, this introduces a new problem where the balloons are not necessarily positioned upright, so we'll fix that as well.

Parenting the balloon to your hand

The Balloon Controller will need to know which hand pressed the button and parent the balloon to that controller object. Specifically...