Create impressive XR projects without the need to own expensive VR headsets
Explore Unity XR features and techniques such as hand-tracking and plane detection using the XR Interaction Toolkit and AR Foundation
Bring your XR projects to life with step-by-step explanations along with practical examples
Purchase of the print or Kindle book includes a free PDF eBook
Description
The drastic surge in the demand for XR development has led to an imminent need for comprehensive resources, learning material, and overall know-how in this area. This one-stop resource will ensure that professionals venturing into XR development can access all XR-related techniques to build appealing XR applications, without relying on Google every step of the way.
This book is your guide to developing XR applications with Unity 2021.3 or later versions, helping you to create VR, AR, and MR experiences of increasing complexity. The chapters cover the entire XR application development process from setting up an interactive XR scene using the XR Interaction Toolkit or AR Foundation, adding physics, animations, continuous movement, teleportation, sound effects, and visual effects, to testing and deploying to VR headsets, simulators, smartphones, and tablets. Additionally, this XR book takes you on a journey from the basics of Unity and C# to advanced techniques such as building multiplayer applications and incorporating hand- and gaze-tracking capabilities.
By the end of this book, you'll be fully equipped to create cutting-edge XR projects for engaging individual, academic, and industrial use cases that captivate your audience.
What you will learn
Get started with Unity by building your own 3D project
Explore the XR Interaction Toolkit and AR Foundation, as well as test XR applications on your PC
Find out how to deploy XR projects on different platforms
Build interactive XR apps with increasing degrees of complexity by leveraging C# scripting
Create a fully immersive VR drum scene by using Unity's audio and particle systems
Add advanced XR techniques such as hand-tracking, gaze-tracking, and multiplayer capabilities to your XR apps
To me it is an extremely good book, it has been copyread by serious people. I am still in the midst of it, struggling to get everything working, but this very well be due to me, most probably. I am also fairly new to Unity, though it looks a lot like Blender. The book is very modern, so you need to have a computer with graphic card, a Meta quest, and maybe more. Managed to get modernized by buying new equipment. Am really looking forward working through the book and get the examples working. The book uses one specific version of the XR interaction toolkit and warns you to stick to it, while there have been updates in just a few month and you get all kind of warnings.
Feefo Verified review
About the authors
Anna Braun
Anna Braun is a Unity expert, who is specialized in creating XR applications. At Deutsche Telekom, Anna has developed XR prototypes in Unity. One prototype enabled warehouse workers to find commodities more easily through the use of special location data and Augmented Reality. At Fraunhofer, Anna specialized in Hand-Tracking and worked on a VR education platform. Her master's degree in Extended Reality has a special focus on Eye Tracking, Deep Learning, and Computer Graphics. She is a published author in the tech space and regularly speaks at conferences hosted by academia or non-profits like the Mozilla Foundation. Anna co-founded a company that offers XR consulting and development.
Raffael Rizzo is a XR developer and Unity expert. During his work at Deutsche Telekom, he consulted companies on the use of digital twins and implemented augmented reality wayfinding solutions. At Fraunhofer IGD, Raffael worked on a VR education platform. He developed a VR training program for a soccer academy to test the children's reaction times. For the same academy, Raffael created an application that uses computer vision and machine learning to automatically evaluate ball juggling. His master's degree in Extended Reality encompasses Rendering, Computer Vision, Machine Learning, and 3D Visualization. Raffael co-founded a company specializing in XR consulting and development.
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