Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Unity 2020 Virtual Reality Projects

You're reading from   Unity 2020 Virtual Reality Projects Learn VR development by building immersive applications and games with Unity 2019.4 and later versions

Arrow left icon
Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Length 592 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
Arrow right icon
View More author details
Toc

Table of Contents (15) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Understanding Unity, Content, and Scale FREE CHAPTER 3. Setting Up Your Project for VR 4. Using Gaze-Based Control 5. Interacting with Your Hands 6. Canvasing the World Space UI 7. Teleporting, Locomotion, and Comfort 8. Lighting, Rendering, Realism 9. Playing with Physics and Fire 10. Exploring Interactive Spaces 11. Using All 360 Degrees 12. Animation and VR Storytelling 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

To get the most out of this book

Before we get started, there are a few things that you'll need. Grab a snack, a bottle of water, or a cup of coffee. Besides that, you'll need a PC (Windows or Mac) with the current version of Unity installed (Unity 2019.4 LTS or later). Access to a VR HMD is strongly recommended in order to try out your builds and get first-hand experience of the projects developed in this book.

You don't need a super-powerful computer rig. While Unity can be a beast that can render complex scenes, the requirements for the projects in this book are not that demanding. If you are targeting an Android-based VR device (such as Oculus Go or Quest), you need just enough power to run Unity and build your project as if for any Android mobile device. If you are targeting desktop VR (such as HTC Vive, Valve Index, Oculus Rift, or Oculus Quest with a Quest Link cable), you simply need to meet the VR-ready requirements of the target device.

Chapter 3, Setting Up Your Project for VR, goes into detail of what you need for each device and platform, including SteamVR, Oculus Rift, Windows MR, Oculus Go and Quest, and Google Cardboard.

That should just about do it—a PC, the Unity software, a VR device, and the other tools described in Chapter 3, Setting Up Your Project for VR, and we're good to go! Oh, some projects will also be more complete if you download the associated assets from the Packt website, as follows.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime