Unity Virtual Reality Projects

Explore the world of Virtual Reality by building immersive and fun VR projects using Unity 3D

Unity Virtual Reality Projects

Learning
Jonathan Linowes

3 customer reviews
Explore the world of Virtual Reality by building immersive and fun VR projects using Unity 3D
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$39.99
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RRP $39.99
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Book Details

ISBN 139781783988556
Paperback286 pages

Book Description

What is consumer “virtual reality”? Wearing a head-mounted display you view stereoscopic 3D scenes. You can look around by moving your head, and walk around using hand controls or motion sensors. You are engaged in a fully immersive experience. On the other hand, Unity is a powerful game development engine that provides a rich set of features such as visual lighting, materials, physics, audio, special effects, and animation for creating 2D and 3D games. Unity 5 has become the leading platform for building virtual reality games, applications and experiences for this new generation of consumer VR devices.

Using a practical and project-based approach, this book will educate you about the specifics of virtual reality development in Unity.

You will learn how to use Unity to develop VR applications which can be experienced with devices such as the Oculus Rift or Google Cardboard. We will then learn how to engage with virtual worlds from a third person and first person character point of view. Furthermore, you will explore the technical considerations especially important and possibly unique to VR. The projects in the book will demonstrate how to build a variety of VR experiences. You will be diving into the Unity 3D game engine via the interactive Unity Editor as well as C-Sharp programming.

By the end of the book, you will be equipped to develop rich, interactive virtual reality experiences using Unity.

So, let's get to it!

Table of Contents

Chapter 1: Virtually Everything for Everyone
What is virtual reality to you?
Types of head-mounted displays
The difference between virtual reality and augmented reality
Applications versus games
What this book covers
Types of VR experiences
Technical skills that are important to VR
Summary
Chapter 2: Objects and Scale
Getting started with Unity
Creating a simple diorama
Measurement tools
Importing from the Blender experiment
An introduction to Blender
Summary
Chapter 3: VR Build and Run
VR device integration software
Creating the MeMyselfEye prefab
Build for the Oculus Rift
Build for Google Cardboard
The device-independent clicker
How virtual reality really works
Summary
Chapter 4: Gaze-based Control
Ethan, the walker
Go where I'm looking
If looks could kill
Summary
Chapter 5: World Space UI
A reusable default canvas
The visor HUD
The reticle cursor
The windshield HUD
The game element UI
The info bubble
An in-game dashboard with input events
A responsive object UI with head gestures
Summary
Chapter 6: First-person Character
Understanding the Unity characters
Making a first person
User calibrations
Maintaining a sense of self
Locomotion, teleportation, and sensors
Managing VR motion sickness
Summary
Chapter 7: Physics and the Environment
Unity physics
Bouncy balls
Headshots
Trampoline and brick
A human trampoline
Interlude – environment and things
An elevator
Jumping
Summary
Chapter 8: Walk-throughs and Rendering
Building in Blender
Assemble the scene in Unity
Adding photos to the gallery
An animated walk-through
Optimizing for performance and comfort
Summary
Chapter 9: Using All 360 Degrees
360-degree media
Crystal balls
Magic orbs
Panoramas
Infographics
Equirectangular projections
Globes
Photospheres
Field of view – FOV
Capturing a 360-degree media
Summary
Chapter 10: Social VR Metaverse
Multiplayer networking
Setting up a simple scene
Adding multiplayer networking
Adding multiplayer virtual reality
Building and sharing a custom VRChat room
Summary
Chapter 11: What's Next?

What You Will Learn

  • Create 3D scenes with Unity and Blender while learning about world space and scale
  • Build and run VR applications for consumer headsets including Oculus Rift and Google Cardboard
  • Build interactive environments with physics, gravity, animations, and lighting using the Unity engine
  • Experiment with various user interface (UI) techniques that you can use in your VR applications
  • Implement the first-person and third-person experiences that use only head motion gestures for input
  • Create animated walkthroughs, use 360-degree media, and build multi-user social VR experiences
  • Learn about the technology and psychology of VR including rendering, performance and VR motion sickness
  • Gain introductory and advanced experience in Unity programming with the C# language

Authors

Table of Contents

Chapter 1: Virtually Everything for Everyone
What is virtual reality to you?
Types of head-mounted displays
The difference between virtual reality and augmented reality
Applications versus games
What this book covers
Types of VR experiences
Technical skills that are important to VR
Summary
Chapter 2: Objects and Scale
Getting started with Unity
Creating a simple diorama
Measurement tools
Importing from the Blender experiment
An introduction to Blender
Summary
Chapter 3: VR Build and Run
VR device integration software
Creating the MeMyselfEye prefab
Build for the Oculus Rift
Build for Google Cardboard
The device-independent clicker
How virtual reality really works
Summary
Chapter 4: Gaze-based Control
Ethan, the walker
Go where I'm looking
If looks could kill
Summary
Chapter 5: World Space UI
A reusable default canvas
The visor HUD
The reticle cursor
The windshield HUD
The game element UI
The info bubble
An in-game dashboard with input events
A responsive object UI with head gestures
Summary
Chapter 6: First-person Character
Understanding the Unity characters
Making a first person
User calibrations
Maintaining a sense of self
Locomotion, teleportation, and sensors
Managing VR motion sickness
Summary
Chapter 7: Physics and the Environment
Unity physics
Bouncy balls
Headshots
Trampoline and brick
A human trampoline
Interlude – environment and things
An elevator
Jumping
Summary
Chapter 8: Walk-throughs and Rendering
Building in Blender
Assemble the scene in Unity
Adding photos to the gallery
An animated walk-through
Optimizing for performance and comfort
Summary
Chapter 9: Using All 360 Degrees
360-degree media
Crystal balls
Magic orbs
Panoramas
Infographics
Equirectangular projections
Globes
Photospheres
Field of view – FOV
Capturing a 360-degree media
Summary
Chapter 10: Social VR Metaverse
Multiplayer networking
Setting up a simple scene
Adding multiplayer networking
Adding multiplayer virtual reality
Building and sharing a custom VRChat room
Summary
Chapter 11: What's Next?

Book Details

ISBN 139781783988556
Paperback286 pages
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