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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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Summary

In this chapter, you built a simple diorama, became more acquainted with the Unity editor, and learned about importing content into your project. We started by installing Unity via Unity Hub, creating a new VR project with the Universal Render Pipeline, and installing additional packages using Package Manager.

Then you learned some basics of the Unity editor, such as how to navigate between its many windows and how to use the Scene editing gizmos, including grid and snap. We built a simple diorama scene with a ground plane, a crate (cube), a red ball, and a photo backdrop. You then created a BobHead prefab and learned about prefab editing, overrides, variants, and nesting, which we'll be seeing more of in upcoming chapters.

You also looked at the value of, and potential problems with, importing assets and Unity asset packages, including ones from the Asset Store. We learned about the issues with importing legacy assets that are not necessarily compatible with the version of Unity and render pipeline that you are using and how to fix it. Lastly, you learned how Unity is growing support for round-trip geometry workflows with the FBX Exporter package.

When developing for VR, you need to set up Unity for the specific platform and device that you plan to target, as well as the SDK external to Unity that is used to build the executable project. In the next chapter, we'll set up your development system and Unity settings to build and run the project to play on your VR headset.

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