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)

Interacting with a balloon gun

For this part of the project, I'm going to show you how to grab and use interactable objects. Let's make a balloon gun. You'll pick up the gun, and when you pull the trigger, a balloon comes out! Haha!

The implementation uses a different approach to building interactions. Rather than a main central controller script that reads the user input and directs the actions, we are going to use a more object-oriented interactor/interactable paradigm provided by the XR Interaction (XRI) Toolkit. With our toolkit, we'll create a grabbable balloon gun by making it an interactable object, and then use the toolkit to respond to the interactor's Activate events (caused by pulling the trigger) to create, inflate, and release the balloons.

Introducing the XRI Interactor/Interactable architecture

The XR Interaction Toolkit implements an object-oriented interaction system that couples interactor objects, such as your...