Building your First VR Experience with Unity aims to provide those who are new to developing virtual reality apps with an introduction to Unity, and the goal is guide the user through crafting their first VR application in a straightforward manner, which will then serve as a skeleton onto which future lessons will build expertise.
Whether a customer is looking to use virtual reality for game development, architectural walkthroughs, product showcases, or even more custom applications, this course is intended to provide a strong foundation in 3D modeling, C# coding, interaction design, SDK use, and general best practices for VR that will help make VR experiences you develop exciting and memorable (and crucially, not nauseating.) The examples will focus on using Unity3D, the premier virtual reality creation tool which accounts for over 80% of all VR content released today.
About the Author
Alex Coulombe is a VR developer and consultant based in NYC and the creative director of Agile Lens: Immersive Design, a new virtual reality company specializing in integrating immersive technology into architecture and other design disciplines. He has been utilizing VR since the Oculus DK1, where he pioneered a workflow at Fisher Dachs Associates, an architectural theater consultancy, to test theater sightlines. Since then, he's worked on a myriad of exciting projects and is a strong advocate of using VR throughout the design process and not just as a final presentation tool. Currently, he's developing new tools and experiences for Google Daydream, Oculus Rift, HTC Vive, and WebVR.
Unity is available to install on all platforms. This video will be a quick primer on how to do so:
Now that we have installed Unity, let's open it up and have brief look-see. In this video, we will explore the Unity interface:
In this video, we will set up a simple scene in Unity. We'll experiment with adding different types of objects in the scene and change their axes and view the effect:
Let's now look at the Inspector Panel and look through the different components available there:
In this video, we will see how to script a simple component in C# using Visual Studio:
In this video, we will see the importance of the Play button of Unity. When you are done adding components in the scene, you can press the Play button to see how the scene would look like in a game:
You can add different materials to your objects, look around the scene, adjust the cameras to modify our scene to our tastes. Let's see how:
In this video, we will write a C# script that will be used to scale and rotate an object. We will also include the functionality to change the speed of scaling and rotation:
In this video, we will see how to change the speed of rotation and scaling with inputs from a public function:
In this video, we will look at all the settings that need to be done in Unity before we start the process of building to VR:
Now that the Unity settings are done, let's do the prerequisites for viewing our experience in an Oculus Rift:
In this video, we will finish off the prerequisites of our other desktop VR target, HTC Vive:
We'll now move on to mobile VR, specifically, the Android platform. Let's perform all the prerequisites:
In this video, we will see build our VR experience to target the latest versions of Android:
Let's start by creating a simple movement script:
We have created a movement script, now let's test it:
In this video, we will create some obstacles in our movement path:
Let's now see how to use OnCollisionEnter to deal with collisions between obstacles and the player:
In this video, we will apply our existing scripts to new objects as we create them:
In this video, we will see how to implement dynamic movement:
Let's add some gravity functionalities to our scene:
We will now move on to adding some external models into our scene. These will really help to populate our scene and make it more realistic:
Now that we know how to import 3D models, let's import a 3D living room model and add it to our scene:
Let's see how to implement moving by pointing:
We have written our hand controller script, now is the time to test it:
Let's now move on to the Google VR SDK. We will start by installing it:
Google VR comes with a lot of demo objects and we can utilize them to our advantage. Let's see how:
Let's now test all the implement movement scripts in Daydream:
Let's now test all the implement movement scripts in Cardboard:
Let's now test all the implement movement scripts for an Oculus Rift:
Google has added a new feature for Daydream. You can now instant preview your scenes before building in a Daydream-supported mobile phone:
We have created many scripts in our scene. Let's see how we can use the Event System to trigger them:
We'll now see a different type of interaction. We will teleport to different locations by clicking on objects already present there. Let's see how we can do this:
Up until now, we were selecting objects with our gaze. Now, let's see how we can select objects using our hand controllers:
Now that we can select objects from a distance using our controller, let's see how we can select an object and move it:
In this video, we will see how to script that allows us to grab objects on all platforms:
In this video, we will see how to create objects in our scene that can be grabbed:
Let's now improve our raycasting so that we can pinpoint exactly at the object we're aiming for:
In this video, we will see how we can import the interactive functionalities that we have added to our scene to our Android build:
Let's start with creating a UI for our game:
We will now see how to create prefabs with a button:
In this video, we will implement a score keeper for our game. Let's see how to do this:
We have implement a score keeper; next, we need to figure out when the player wins or loses the game and implement it in our game:
In this video, we will go through some adjustments needed before building our game for desktop VR:
Let's see how to add the PointerExit functionality:
In this video, we will learn how create a basic level layout, create some obstacles, and add some teleport points to our game:
In this video, we will make some final adjustments to adopt the game for desktop and mobile and finish building the game:
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