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)

Locomotion and comfort in VR

Locomotion and teleportation in VR is not a settled science. Many techniques have been tried; some have proven successful and represent best practices. We've demonstrated some of these in this chapter. Others have failed and are discouraged. New advancements in hardware, software, and player mechanics keep the options fresh and open to innovation. In this section, I present a bagful of ideas, in no particular order, for your consideration and amusement, including other locomotion mechanics and techniques for managing VR motion sickness.

Other locomotion mechanics

In the first edition of this book (2015), we implemented a game where you could ride an "elevator" to a high platform, and then jump off onto a trampoline. You'd hit the trampoline, bounce up, and down, bounce up again, and down until you settled. I assumed that would be really fun in VR, but it turned out to be a really bad idea! Unless you want to invoke...