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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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The reticle cursor

A variant of the visor HUD is a reticle or crosshair cursor that, for example, is essential in first-person shooter games. The analogy here is to imagine you're looking through a gun-sight or an eyepiece (rather than a visor) and your head movement is moving in unison with the gun or turret itself. You can do this with a regular game object (for example, use Quad and a texture image), but this chapter is about UI, so we'll use a world space canvas. Then, we'll re-implement the reticle using XRI toolkit components instead, first as part of the interactor hand controller, and then as a HUD reticle.

Adding a canvas reticle to gaze-based interaction

The first step in creating a canvas reticle is to add a crosshair graphic to a canvas. I've included a sprite image named GUIReticle.png with the files for this book that you can use, or you can find another. (If you are importing your own image, be sure to first set its Import Settings...

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