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Unity 2020 Virtual Reality Projects

Unity 2020 Virtual Reality Projects

By : Linowes
3.6 (7)
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Unity 2020 Virtual Reality Projects

Unity 2020 Virtual Reality Projects

3.6 (7)
By: 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)
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How virtual reality works

So, what is it about VR that's got everyone so excited? With your headset on, you experience synthetic scenes. It appears 3D, it feels 3D, and maybe you will even have a sense of actually being there inside the virtual world. The strikingly obvious thing is that VR looks and feels really cool! But why?

Immersion and presence are the two words that are used to describe the quality of a VR experience. The Holy Grail is to increase both to the point where it seems so real that you forget you're in a virtual world. Immersion is the result of emulating the sensory input that your body receives (visual, auditory, motor, and so on). This can be explained technically. Presence is the visceral feeling that you get of being transported there—a deep emotional or intuitive feeling. You could say that immersion is the science of VR and presence is the art. And that, my friend, is cool.

A number of different technologies and techniques...

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