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)
Playing with Physics and Fire

We've used Unity Physics and Rigidbodies already in some of the prior chapters. Here, we'll dive a little deeper.In this chapter, we will use physics and other Unity features to build variations of an interactive ball game, including headshots, paddleball, and a rhythm beat game. Along the way, we will explore managing object lifetimes, Rigidbody physics, particle effects, and adding sound effects and music to your projects. We'll also continue to gain experience with C# scripting, Unity's application programming interface (API), and events. In this chapter, you will learn about the following topics:

  • The Unity Physics engine, Rigidbody components, and Physic Materials
  • Using velocity and gravity to make bouncy balls
  • Managing object lifetimes and object pooling to avoid Garbage Collection (GC)
  • Hitting balls with your head and your...