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)

Direct interaction with UI elements

Up to now in this chapter, we've been using the XR ray interactor on hand controllers to interact with the UI. In the previous chapter, we learned that there other kinds of interactors, including a direct interactor. To implement the ability to reach out and directly touch an object in your scene, rather than cast a ray, you could use a direct interactor instead of a ray interactor.

This implementation may change if XRI adds support for UI objects with the direct interactor. Presently, I have described a workaround.

Let's see what it will take to change our UI to support direct interactions with the toggle button. The direct interactor works by using physics colliders to detect when the hand is touching an interactable object. Let's switch to that now and see what happens. (We'll work on a copy so its easy to switch back if you want:)

  1. In Hierarchy, select RightHand Controller (under XR Rig...