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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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Who this book is for

If you are interested in VR, want to learn how it works, or want to create your own VR experiences, this book is for you. Whether you're a non-programmer and are unfamiliar with three-dimensional computer graphics or you are experienced in both but new to VR, you will benefit from this book. Any experience in Unity is an advantage. If you are new to Unity, you can also pick up this book, although you might first want to work through some of Unity's own getting-started tutorials, which are available on their website (https://unity.com/learn).

Game developers may already be familiar with the concepts in this book that have been reapplied to VR projects, but might still learn many other ideas that are specific to VR. Mobile and 2D game designers who already know how to use Unity will discover another dimension! Engineers and 3D designers may understand many of the 3D concepts, but will learn to use the Unity engine for VR. Application developers may appreciate the potential non-gaming uses of VR and may want to learn how to use the tools to make that happen.

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