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XR Development with Unity

By Anna Braun , Raffael Rizzo
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Download this book in EPUB and PDF formats
Access this title in our online reader
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  1. Free Chapter
    Part 1 – Understanding the Basics of XR and Unity
About this book
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.
Publication date:
November 2023
Publisher
Packt
Pages
284
ISBN
9781805128120

 

Part 1 – Understanding the Basics of XR and Unity

Welcome to the first part of this book, where we’ll provide you with essential information about Extended Reality (XR) technologies and the Unity Engine. This part serves as a foundation for your journey in XR application development in the subsequent parts. Here, we will guide you through the process of installing Unity Hub and the Unity Editor, and we’ll introduce you to important concepts such as scene creation, asset downloading from Unity Asset Store, the various types of light sources available in Unity, and explanations of supported rendering types. No prior knowledge of Unity or XR technologies is required to follow along with this part. Instead, this part will equip you with all the necessary knowledge to start your hands-on XR development adventure.

This part comprises the following chapters:

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.

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  • Raffael Rizzo

    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.

    Browse publications by this author
XR Development with Unity
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