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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, we explored the relationship between the VR camera and objects in the scene. First, we made Ethan (the zombie) walk randomly around the scene and enabled him to move by using a NavMesh, but then we directed his wanderings using a 3D cursor on the X, Z ground plane. This cursor follows our gaze as we look at new locations on GroundPlane in virtual reality. Lastly, we also used our gaze to shoot a ray at Ethan, causing him to lose health and eventually explode. These look-based techniques can be used in non-VR games, but in VR, it's very common and almost essential. We'll be using them more in the later chapters of this book too.

In this chapter, you learned and used more features of Unity, all of which are very important for VR development. We used several different built-in components that control the behavior of game objects, including NavMesh and Particle Systems. We modified Materials and Textures, including painting with PolyBrush...

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