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

Summary

In this chapter, you built a simple diorama, became more acquainted with the Unity editor, and learned about importing content into your project. We started by installing Unity via Unity Hub, creating a new VR project with the Universal Render Pipeline, and installing additional packages using Package Manager.

Then you learned some basics of the Unity editor, such as how to navigate between its many windows and how to use the Scene editing gizmos, including grid and snap. We built a simple diorama scene with a ground plane, a crate (cube), a red ball, and a photo backdrop. You then created a BobHead prefab and learned about prefab editing, overrides, variants, and nesting, which we'll be seeing more of in upcoming chapters.

You also looked at the value of, and potential problems with, importing assets and Unity asset packages, including ones from the Asset Store. We learned about the issues with importing legacy assets that are not necessarily compatible with the version of Unity and render pipeline that you are using and how to fix it. Lastly, you learned how Unity is growing support for round-trip geometry workflows with the FBX Exporter package.

When developing for VR, you need to set up Unity for the specific platform and device that you plan to target, as well as the SDK external to Unity that is used to build the executable project. In the next chapter, we'll set up your development system and Unity settings to build and run the project to play on your VR headset.

You have been reading a chapter from
Unity 2020 Virtual Reality Projects - Third Edition
Published in: Jul 2020
Publisher: Packt
ISBN-13: 9781839217333
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 ₹800/month. Cancel anytime