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)

Popping balloons

Do you want to pop some balloons? "No", said no one ever! Let's add that feature and make a little game out of this. First, we'll make the balloons poppable with collision detection and an explosion. Then we'll add a ball to the scene that you can throw at a balloon to pop it. And after the ball is thrown, we'll fetch it back by resetting it to its original position after a short delay.

Making the balloons poppable

The Unity physics engine can detect when two objects collide. To do this, each object must have aCollider component attached. You can then have the collision trigger an event. We can also subscribe to that event to make something else happen, like play an explosion effect. This is set up on the balloon prefab. Let's do that now:

  1. In the ProjectPrefabs/ folder, open your Balloon prefab for editing by double-clicking it.
  2. SelectComponent |Physics |Sphere Collider.
  3. ...