Unity Virtual Reality Projects— Second Edition

Explore the latest features of Unity 2018 to create immersive VR projects for desktop and mobile devices using this practical guide written by Jonathan Linowes. Second edition of this popular how-to book just published. Updated, Revised, Expanded, 200 more pages than the first edition.

Book Description

Unity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices.

Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine. With its practical and project-based approach, this book will get you up to speed with the specifics of Virtual Reality development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn the Unity 3D game engine via the interactive Unity Editor as well as C# programming. By the end of the book, you will be fully equipped to develop rich, interactive virtual reality experiences using Unity.

What You Will Learn

  • Create 3D scenes with Unity and other 3D tools while learning about world space and scale
  • Build and run VR applications for specific headsets, including Oculus, Vive, and Daydream
  • Interact with virtual objects using eye gaze, hand controllers, and user input events
  • Move around your VR scenes using locomotion and teleportation
  • Implement an audio fireball game using physics and particle systems
  • Implement an art gallery tour with teleportation and data info
  • Design and build a VR storytelling animation with a soundtrack and timelines
  • Create social VR experiences with Unity networking

Table of Contents

1: VIRTUALLY EVERYTHING FOR EVERYONE
2: CONTENT, OBJECTS, AND SCALE
3: VR BUILD AND RUN
4: GAZE-BASED CONTROL
5: HANDY INTERACTABLES
6: WORLD SPACE UI
7: LOCOMOTION AND COMFORT
8: PLAYING WITH PHYSICS AND FIRE
9: EXPLORING INTERACTIVE SPACES
10: USING ALL 360 DEGREES
11: ANIMATION AND VR STORYTELLING
12: SOCIAL VR METAVERSE
13: OPTIMIZING FOR PERFORMANCE AND COMFORT

 

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