Are you are interested in Virtual Reality (VR) and want to learn how it works? Or do you want to create your own VR experiences? If yes, this Learning Path is just right for you.
Packt’s Video Learning Paths are a series of individual video products put together in a logical and stepwise manner such that each video builds on the skills learned in the video before it.
Unity 5 has emerged to become the leader in building Virtual Reality games and applications for different platforms.
This Learning Path takes a practical, project-based approach to teach you about the specifics of VR development with the Unity 3D game engine. You will explore the technical considerations that are important and possibly unique to VR. The projects in this Learning Path will demonstrate how to build a variety of VR experiences. The projects will increase in complexity as the Learning Path progresses and will help you make the transition to a pro VR developer with Unity 5.
By the end of the Learning Path, you’ll be able to develop rich, interactive virtual reality experiences using Unity.
About the Author:
For this course, we have combined the best works of this esteemed author:
Jonathan Linowes is the owner of Parkerhill Reality Labs, a start-up VR/AR consultancy firm. He is a veritable VR and 3D graphics enthusiast, full-stack web developer, software engineer, successful entrepreneur, and teacher. He has a fine arts degree from Syracuse University and a master's degree from the MIT Media Lab. He has founded several successful start-ups and held technical leadership positions at major corporations, including Autodesk Inc. He is also the author of two other books from Packt Publishing, Unity Virtual Reality Projects (2015) and Cardboard VR Projects for Android (2016).
We are witnessing a rapid increase in consumer virtual reality, an exciting technology that promises to transform in a fundamental way how we interact with information, our friends, and the world at large.
There are two basic categories of head-mounted displays for virtual reality—desktop VR and mobile VR. Augmented reality is sister technology to virtual reality.
VR games can have the same mechanic elements, but might need to be adjusted for the virtual environment.
There is not just one kind of virtual reality experience. In fact, there are many experiences, and each section will introduce new technical skills and concepts that are important.
If you already know Unity and have developed your own games, it may be worthwhile revisiting the fundamental concepts.
We will add a few objects to the scene to set up the environment.
Look at ways to deal with the scale.
We're going to use Blender to make a model and then import it into Unity.
Understand the possible ways to integrate our Unity project with virtual reality devices.
We will create an object that will be a proxy for the user in the virtual environment.
Building prefabs for Google Cardboard on Android and iOS.
Creating one-click input projects
Number of different technologies and techniques come together to make the VR experience work.
Instead of being random, we'll send Ethan to wherever we look.
We will try to kill Ethan and give effects to it.
Unity's UI canvas provides lots of options and parameters to accommodate the kinds of graphical layout flexibility.
In visor HUD, the UI canvas is attached to the camera. It doesn't appear to respond to your head movement.
A variant of the visor HUD that is essential in first-person shooter games is a reticle or a crosshair cursor.
The information panel overlays the gameplay, but it isn't attached to your head. Instead, you can think of it as attached to your seat while in a cockpit.
We'll be adding a scoreboard into the scene at the top left corner of the backdrop image.
Info bubbles are located in world space at a specific 3D position, but the canvas should always be facing the camera.
An in-game dashboard is a UI display that is integrated into the game itself.
The UI elements are not necessarily visible at all times, rather, they may be invoked in context as a part of the gameplay.
A first-person character is such a key asset in a VR project that we really should understand its components inside out.
As a first-person character, when you start walking, you will move through the scene in the direction you are looking until you indicate to stop walking.
Calibrating the in-game character in the scene with the player.
We should focus on what we need in order to help make our VR experiences comfortable for our visitors.
New techniques for locomotion and teleportation control are continuously being tried.
VR motion sickness, or simulator sickness, is a real symptom and a concern for
In Unity, the behavior of an object that is based on physics is defined separately from its mesh (shape), materials (UV texture), and the renderer properties.
When a ball drops from mid-air and hits the ground, it bounces back up and down.
Balls drop one at a time from above and bounce off your forehead, aiming for a target.
When a brick drops from mid-air onto a trampoline, it bounces up, diminished
When a first-person character hits a trampoline, it bounces up, diminished by gravity.
Spice up the scene with some more interesting environment and geometry.
Provide an elevator platform, which moves up and down, that I can walk onto and ride to the top of my logo. And when I jump, the character in VR jumps.
Creating realistic models with convincing materials and lighting is an art and a science.
We can use the gallery room model in Unity and add a floor and a ceiling with skylights. We will apply textures to the walls and add lighting.
Adding the photos from our library to our galley.
It is often used for a cut-scene, that is, a canned fly-through animation as a transition from one level to another.
There are optimization techniques that focus on the design and/or limitations of your game implementation and content, and many other things.
360-degree" term refers to the viewing of prerecorded photos or videos in a manner that allows you to rotate your view's direction to reveal content that was just outside your field of view.
Apply a regular rectangular image as a texture to a sphere.
You have to actually walk up to the sphere and stick your head into it to see what's there!
Infographics can get quite large, which makes them difficult to view on a desktop computer screen, let alone a mobile phone.
Ever since it was discovered that the Earth is round, cartographers and mariners have struggled to project the spherical globe onto a two-dimensional chart.
Use a standard Unity sphere, such as the one that we used in the earlier Crystal Ball example with the Earth texture image.
Learn about 360-degree photospheres.
Let's discuss some more about 360-degree media and virtual reality and why it seems so compelling.
You can rotate your head, but you should not move its position from the center of the sphere.
We will make our ownmultiplayer demo project.
To make the scene run as multiplayer we need, at a minimum, a Network Manager component, and we need to identify any objects that will get spawned using the Network Identity component.
In VR, the camera transform is controlled by the head pose from the HMD sensors. When the avatar is parented by the camera, it'll move in sync.
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