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)
Canvasing the World Space UI

In the previous chapter, we discovered how to interact with game objects in the world space scene. Not only can these objects be balls and toys or tools and weapons, but they can also be buttons you interact with and other graphical user interface (GUI)—or just UI—widgets. Furthermore, Unity includes UI canvas components and an event system for building menus and other UIs.

UI usually refers to onscreen, two-dimensional graphics, which overlay the main gameplay and present information to the user with status messages, gauges, and input controls, such as menus, buttons, sliders, and so on. In Unity, UI elements always reside on a canvas. The Unity manual describes the Canvas component as follows:

The Canvas component represents the abstract space in which the UI is laid out and rendered. All UI elements must be children of a GameObject that has a Canvas component attached...