Create impressive XR projects without the need to own expensive VR headsets
Explore Unity XR features and techniques such as hand-tracking and plane detection using the XR Interaction Toolkit and AR Foundation
Bring your XR projects to life with step-by-step explanations along with practical examples
Purchase of the print or Kindle book includes a free PDF eBook
Description
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.
Who is this book for?
This book is for students, developers, researchers, and professionals with a background in computer science. Business analysts, PMs, and other management professionals and executives will also benefit from this book. If you have basic knowledge of programming and are looking to gain expertise in creating virtual reality and augmented reality applications in Unity, then this book is for you. While having experience as a VR game player with basic programming knowledge can enhance your understanding of the content, it is not a prerequisite.
What you will learn
Get started with Unity by building your own 3D project
Explore the XR Interaction Toolkit and AR Foundation, as well as test XR applications on your PC
Find out how to deploy XR projects on different platforms
Build interactive XR apps with increasing degrees of complexity by leveraging C# scripting
Create a fully immersive VR drum scene by using Unity's audio and particle systems
Add advanced XR techniques such as hand-tracking, gaze-tracking, and multiplayer capabilities to your XR apps
To me it is an extremely good book, it has been copyread by serious people. I am still in the midst of it, struggling to get everything working, but this very well be due to me, most probably. I am also fairly new to Unity, though it looks a lot like Blender. The book is very modern, so you need to have a computer with graphic card, a Meta quest, and maybe more. Managed to get modernized by buying new equipment. Am really looking forward working through the book and get the examples working. The book uses one specific version of the XR interaction toolkit and warns you to stick to it, while there have been updates in just a few month and you get all kind of warnings.
Feefo Verified review
Kindle CustomerJan 21, 2024
4
I recently purchased an Meta 3 for Xmas and am a new to AR XR dev so I consider myself to be on the student level and decided to read the book to see what I can learn from it and if I should proceed further. The book starts off pretty good with details and a good walk through for beginners but I have to be honest, the text is kind of small. I did like that in the beginning it even walked you through using Git for your projects, I usually have to go on YouTube to look up the steps when I forget something. it literally walks you through if you've never installed Unity and sets up the IDE as well and while the text is small, the photos are large and I really enjoyed that. The box does a good job at walking you through projects and providing user friendly definitions of what you're doing and how to execute. I get lost in books when they start off easy and then the author just starts writing as if you're knowledgeable of the topic and loses you but I was engaged through the entire book. I'm still reading here and there and using the Meta and hopefully I can gain some skills to make a game myself but not anytime soon. My only gripe is the print, I don't have anything negative to say about the book. It's beginner level and a good read, my only thing is I wish authors would also include video lessons so people can have the option of watching videos as well on the steps of a project.
Amazon Verified review
LukasDec 24, 2023
5
As a beginner in XR, I found this book to be an invaluable resource. The book is packed with actionable tips and insightful tutorials. The section on building interactive VR experiences is a highlight. A fantastic read!
Amazon Verified review
Jason SkillmanDec 20, 2023
5
This book is great if you are looking to get into XR development in Unity but don't know where to start. Instructor goes over how to setup multiple XR environments from scratch. Scripts and components are explained well. All packages and tools are very up to date with today's standards. And projects go over everything you can do in XR.I would definitely recommend this book to any student looking to learn XR development in Unity.
Amazon Verified review
Jason Harrison - Unity Certified Expert / Unity Certified InstructorDec 16, 2023
5
As a Unity Certified Expert and Instructor, diving into "XR Development with Unity: A Beginner's Guide" was a refreshing experience. This book is a hidden treasure for anyone eager to get a taste for the realm of Extended Reality (XR) using Unity.The journey begins with a succinct history of XR, offering just the right amount of context for beginners. It's like a quick time travel through XR's evolution, setting the stage for what's to come.Then, we get a friendly walkthrough of Unity. It's straightforward and clear, perfect for those new to the platform. The book shines in demystifying the differences between Virtual Reality (VR) and Augmented Reality (AR) in Unity, a crucial distinction for newcomers.What I appreciate is how the book shows how to use the available project samples and built-in simulators for AR and VR. It’s a smart move, allowing beginners to experiment and learn without the need for advanced equipment.The approach to teaching is just right – it starts with creating interactions in a non-intimidating way, without code, before easing into scripting. It's like learning to swim with floaties before diving into the deep end!The chapter on sound is a delightful inclusion. Sound is a key player in bringing XR experiences to life, and the book acknowledges this beautifully.And for those who like to peek into the future, the book doesn’t hold back. It ventures into advanced topics like hand tracking and gaze tracking, making it a valuable resource even as your skills grow. It also does a great job of acknowledging all of the different areas of our life that XR is showing up. It’s a lot more than games!In conclusion, "XR Development with Unity" is a well-crafted guide that I wholeheartedly recommend. Whether you're just starting out or already dabbling in XR, this book is a great companion on your development journey.
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.
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.
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