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)

Using the XRI Locomotion System

The Unity XR Interaction Toolkit includes what they call the Locomotion System, a framework for managing the relocation of the player rig at runtime. They use the word Locomotion to encompass both teleportation and my narrower definition of locomotion. By my definition, locomotion refers to a smooth movement of the player in the scene, whereas teleportation refers to a discrete jump from one location to another. The XRI Locomotion System has an architecture that can be extended with custom Locomotion Providers, some of which they provide, and others you can write, such as the GlideLocomotion and ClimbController components we developed earlier in this chapter.

In this section, we will introduce the architecture of the XRI Locomotion System, Locomotion Providers, and its control-locking protocol for managing user interactions. We will then install the XRI examples assets, provided separately by Unity, into our project.

Understanding...