Virtual Reality gives users an immersive 3D gaming experience, and Unity 5, along with its stunning 3D animation capabilities, is one of the best choices for game developers to create out-of-the-box Virtual Reality games for different platforms such as Google Cardboard, Oculus Rift, and Samsung Gear VR.
This course takes a practical, project-based approach to teach you the basics of Virtual Reality development with the Unity 3D game engine. We’ll take you through a series of hands-on projects, step-by-step tutorials, and in-depth discussions using Unity 5 and other free or open source software. While VR technology is rapidly advancing, we'll try to capture the basic principles and techniques that you can use to make your VR games and applications immersive and comfortable.
About the 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).
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 virtual reality.
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, and up again, diminished by gravity
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 by gravity.
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 own multiplayer 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.
Packt has been committed to developer learning since 2004. A lot has changed in software since then - but Packt has remained responsive to these changes, continuing to look forward at the trends and tools defining the way we work and live. And how to put them to work.
With an extensive library of content - more than 4000 books and video courses -Packt's mission is to help developers stay relevant in a rapidly changing world. From new web frameworks and programming languages, to cutting edge data analytics, and DevOps, Packt takes software professionals in every field to what's important to them now.
From skills that will help you to develop and future proof your career to immediate solutions to every day tech challenges, Packt is a go-to resource to make you a better, smarter developer.
Packt Udemy courses continue this tradition, bringing you comprehensive yet concise video courses straight from the experts.