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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 Unity, UIs that are based on a Canvas object and the Event System include buttons, text, images, sliders, and input fields, which can be assembled and wired to objects in the scene. At the start of the chapter, I reviewed some of the UI design principles to consider when building your own UIs for VR.

We took a close look at various world space UI techniques and how they can be used in VR projects. We considered the ways in which the UI for VR differs from the UI for conventional video games and desktop applications, never using screen space UI. We implemented over a half-dozen of them, learning how each can be constructed, coded, and used in our own projects. These range from passive HUD info panels and dynamic in-game displays to interactive control panels with buttons. We learned about using TMP to make text information a truly graphical element. Our C# scripting got a little more advanced, probing deeper into the Unity Engine API and modular coding techniques...

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