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)

Creating bouncy balls

For our first demonstration, we will implement a simple bouncing ball. When a ball drops from mid-air and hits the ground, we want it to bounce up, then fall down again, bounce up again and fall, with diminishing velocity and height over time. We are going to start simply with a new scene that consists of a ground plane and a sphere. Then, we'll add physics to it, a bit at a time, as follows:

  1. Create a new scene named 09-BallsFromHeaven by clicking File | New Scene and File | Save As
  2. Add anXR Rig by selecting GameObject | XR | Stationary XR RigorRoom-Scale XR Rig.
  3. Position it toward the back of the ground plane (setPosition0, 0, -4).
  4. Set theMain Camera | Camera | Clipping Planes | Nearto0.01

And set up the GameObjects, as follows:

  1. Create a plane named Ground Plane using GameObject | 3D Object | Plane, and reset its transform (Transform | right-click | Reset)
  2. ...