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)

Summary

In this chapter, we explored how to create visual realism in your VR scenes using environmental lighting, Light GameObjects, emissive materials, post-processing, and other tools included with Unity. We started by walking through a lighting strategy for configuring and enhancing your scenes, using decision trees and best practices suggested in the Unity Best Practices Guides. Then, using a sample scene, you created a menu palette with control panels for manipulating various lighting settings in the scene at runtime, while in VR.

You learned about the Lighting settings window, Global Illumination baking, and the Environment light settings, adding UI controls to modify the Skybox and Fog contribution to lighting. Then, you learned about PBR materials for creating realistic 3D objects in the scene, adding UI controls to modify the Material properties of various texture maps. Next, you learned how to use Light GameObjects and Emission Material properties to add local...