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)

Climbing a wall

Many VR games include the ability to climb a wall or ladder; that is, locomotion in a vertical direction. In this section, we will implement a wall-climbing exercise using a hand-over-hand grab-and-pull mechanic. Given a climbing wall, the player can reach up and grab a hold, then pull themself up, reach with the other hand to grab another hold, and so on. But if you let go with both hands, you'll fall! For this, we're going the use the XRI Toolkit's Interactor and Interactable components. We'll build a wall with a series of GrabHold prefabs. Then, we'll write two scripts. A GrabPull script notifies the ClimbController when the player has grabbed or released a hold. The ClimbController moves the XR Rig, and it detects when the player has completely let go, causing them to fall.

Begin with a basic scene such as the one defined at the top of this chapter, as follows:

  1. Open the scene by clicking File | Open Scene...