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)

Building a headshot game

Wouldn't it be fun to actually play with these bouncy balls? Let's make a game where you aim the ball at a target using your head as a paddle. For this game, balls drop one at a time from above and bounce off your forehead (face), while you try aiming for a target. To implement this, we will create a cube as a child of the camera object that provides a collider that tracks the player's head movement. I decided a cube-shaped collider would be better for this game than a sphere or capsule because it provides a flat surface that will make the bounce direction more predictable. For a target, we'll use a flattened cylinder. We'll also add sound-effect cues to indicate when a new ball has been released and when a ball has hit the target.

To begin, we can build on the previous scene, adding an XR Rig. To do that, follow the steps given next:

  1. Save the current scene named 09-2-BallGame by clicking File | Save...