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)

Making a reusable default canvas

A Unity canvas is a two-dimensional planar surface that is a container for UI graphics, such as menus, toolbars, and information panels. In conventional applications, canvases are commonly rendered in screen space that overlays the scene's gameplay graphics and has the ability to stretch and conform to a huge variety of screen sizes, aspect ratios, and orientations (landscape versus portrait). In contrast, in VR, we never use screen space because the VR "screen" has no edges and differs for the left and right eyes. Instead, in VR, we use a world space canvas that floats (albeit still on a two-dimensional surface) in the same three-dimensional space as all your other Scene objects.

Unity's UI canvas provides many options and parameters to accommodate the kinds of graphical layout flexibility that we have come to expect not only in games but also from websites and mobile apps. With this flexibility comes additional complexity...