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)
Teleporting, Locomotion, and Comfort

Up to this point in this book, the player's point-of-view camera has been stationary. In this chapter, we'll start to move around as we consider various mechanics for locomotion and teleportation. Locomotion in Virtual Reality (VR) generally refers to moving around a virtual scene and, specifically, moving in a continuous way. Teleportation refers to moving to a new location in a single discrete jump. Both of these techniques are compatible with stationary and room-scale tracking. In stationary tracking, locomotion and teleportation are the only means for moving within the scene.

In room-scale tracking, the player can physically walk around the scene within the bounds of the play space, yet can also use locomotion and teleportation to move to a new location. In that case, the play space origin itself (for example, XR Rig) is moved, as we'll see in the various examples...