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Unity 2020 Virtual Reality Projects
Unity 2020 Virtual Reality Projects

Unity 2020 Virtual Reality Projects: Learn VR development by building immersive applications and games with Unity 2019.4 and later versions , Third Edition

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Unity 2020 Virtual Reality Projects

Understanding Unity, Content, and Scale

You may remember building a diorama project from a shoebox for school as a child. We're going to make one today, using Unity. Let's assemble our first scene, which is composed of simple geometric objects. Along the way, we'll talk about using Unity, world scale, and rendering. We'll also explore various sources for 3D content, where you can find them, and how to use them in your Unity VR scenes. In this chapter, we will get you started in creating VR projects with Unity and work through some core concepts, including the following:

  • Installing Unity
  • Getting started with Unity
  • Creating a simple diorama
  • Using prefabs
  • Creating and importing content

Technical requirements

To implement the projects and exercises in this chapter, you will need the following:

  • A PC or Mac with Unity 2019.4 LTS or later, the XR Plugin for your device, and the XR Interaction Toolkit installed

You can access or clone the GitHub repository for this book (https://github.com/PacktPublishing/Unity-2020-Virtual-Reality-Projects-3rd-Edition-) to optionally use the assets and completed projects for this chapter as follows:

  • The asset files for you to use in this chapter are located in UVRP3Files/Chapter-02-Files.zip.
  • All completed projects in this book are in a single Unity project atUVRP3Projects.
  • The completed assets and scenes for this chapter are in the UVRP3Projects/Assets/_UVRP3Assets/Chapter02/folder.

Installing Unity

To get started, you first need to install Unity on your development machine. All the projects in this book will be built using the Unity 3D game engine. Unity is a powerful, cross-platform 3D development environment with a user-friendly editor.

If you don't have Unity installed on your computer yet, we'll do that now! The full-featured Personal Edition is free and runs on both Windows and Mac (for details, see https://store.unity.com/#plans-individual). This book is written with Unity 2019.4 LTS and Unity 2020.x in mind.

Development system requirements

There are a few prerequisites that we need before we get started. You should have a Mac or Windows PC to develop on with enough resources to install and run Unity (a Linux version of Unity is also in the works). Details of the current system requirements for Unity can be found on its website (https://unity3d.com/unity/system-requirements), including the supported operating system versions, the graphics card, or built-in GPU, sufficient disk space, and necessary RAM.

For VR development, we recommend that you have a physical device that you are targeting for the build applications, compatible with the Software Development Kit (SDK) that you are using with Unity. That may be an Android mobile VR, such as Oculus Quest, or a Windows-based HMD, such as Oculus Rift, HTC Vive, Windows IMR (from Acer, HP, and so on), or the other VR device supported by Unity.

Installing Unity Hub

Unity Hub is a convenient desktop application for managing all your Unity projects and installed versions, and is a portal to Unity's own plethora of learning content. It is not uncommon to create a project using one version of Unity, and then at a later date start another project with a newer version of Unity. I recommend using Unity Hub for managing your Unity installs and projects (https://docs.unity3d.com/Manual/GettingStartedUnityHub.html).

For existing projects, hold back on updating Unity to a newer version until you've scheduled time to address possible compatibility issues that might be introduced with the upgrade. This is especially recommended with projects that are nearing release. Unity Hub is a convenient tool for managing your Unity projects and associated installed versions.

If you don't have Unity Hub installed on your development machine, do it now by going through the following steps:

  1. Browse to the Unity Store Unity Personal download page at https://store.unity.com/download.
  2. Download and install Unity Hub.
  3. Sign in to your Unity account or Create one if you do not have an account.

Now we can install Unity itself.

Installing the Unity Editor

The next step is installing the Unity Editor itself, and at the same time, the modules that are needed for you to build your target platforms. To install Unity, go through the following steps:

  1. Within Unity Hub, choose Installs in the left-hand menu tabs.
  2. Select the ADD button to open the Add Unity Version dialog box, and choose the current version of Unity, 2019 or later.
  3. Select Next to select the optional modules that you also want to install.
  4. If you're targeting Android devices, check the Android Build Support module, as well as the corresponding tools (you may need to unfold the list with the arrow icon), as shown in the following screenshot.
  5. Then select NEXT.
  1. If prompted, accept any additional license terms and the download will begin:

Now we're ready to create our first project.

Creating a new Unity project

Let's create a new Unity project named VR_is_Awesome, or whatever you'd like:

  1. In Unity Hub, choose Projects in the left-hand menu tabs.
  2. Select the NEW button (in the top-right) to start a new project (note that the NEW button includes a dropdown list for selecting an installed Unity version other than your default).
  3. In the Create New Project dialog box, you will be prompted to choose a Template. For the projects in this book, we will use the Universal Render Pipeline. Select Universal Render Pipeline.
  1. Enter a project name, such as VR_is_awesome. You can also select its location in your filesystem.
  2. Select CREATE to create a new empty project and open the Unity Editor on your desktop.
When creating a new Unity project, the Unity Hub offers a choice of templates to use as your starting point. The projects in this book will focus on the Universal Render Pipeline template. We will discuss render pipelines and related topics in Chapter 8, Lighting, Rendering, Realism.

A Create New Project dialog box is shown in the following screenshot:

Unity Hub gives you the option to choose a template when creating a new Unity project. The projects in this book will use the Universal Render Pipeline (formerly called the Lightweight Render Pipeline). If you are aiming for high-end graphics quality, you may decide to use the High-Definition Render Pipeline (HDRP) in your own projects instead.

In addition to the tools mentioned here, I highly recommend that you use a version control manager with each of your projects. Unity has built-in support for Perforce and Plastic SCM, as well as its own Collaborate service (https://unity.com/unity/features/collaborate). These team-oriented solutions are best suited to larger projects with multiple developers and other contributors. Personally, I'm a big fan of Git (and GitHub or BitBucket) for personal and small team projects. Even on solo projects, version control is a sane way to backup your work, with the ability to revert changes, recover from mistakes, and explore experimental branches of your project. Setup requires some familiarity with the version control platform that you choose, and is outside the scope of this book.

Installing additional packages and assets

Once you create and open a specific Unity project, there may be more packages and assets that you want or need to install. Unity provides several avenues for extending its features, platform support, editor tools, and runtime assets:

  • Package Manager: Use the Unity Package Manager (in Unity's top menu., go to Window | Package Manager) to view which packages are available for installation or are already installed in your Project (https://docs.unity3d.com/Manual/upm-ui.html).
  • Import Unity Package: You can import asset package files (filename extension .unitypackage) from the menu Assets | Import Package—for example, packages can be exported from another project and shared via Assets | Export Package.
  • Import Asset: You can import individual assets that are created with another app or downloaded from the web with Assets | Import New Asset, or simply drag and drop a file into the Project window in Unity.

We'll use all of these mechanisms at one time or another later in this chapter and throughout this book.

The Unity Asset Store, available through your web browser, is home to a growing library of free and commercial assets created both by Unity Technologies and members of the community. Learn more at https://unity3d.com/quick-guide-to-unity-asset-store. Assets you may have purchased (or got for free) on the store can be installed using the Open In Unity button on the web page, and also as a package listed in the Package Manager.

With a new project, it's always a good idea to open thePackage Managerand review what's already installed in your project, so let's do that now:

  1. Select Window | Package Manager.
  2. By default, the filter is set to In Project.
  3. You may notice that from time to time, newer updates to your packages will become available. With appropriate caution, you should update. Especially with point releases, these updates should only be bug fixes rather than potentially breaking features.
  4. To add a package, you need to find uninstalled packages. Change the filter dropdown to All Packages to see all packages, including those not yet installed in your project.

The following image shows a Package Manager window where several packages have updates available:

Now that you have Unity installed on your development machine, let's explore how to use the Unity Editor.

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Key benefits

  • Discover step-by-step instructions and best practices to begin your VR development journey
  • Explore Unity features such as URP rendering, XR Interaction Toolkit, and ProBuilder
  • Build impressive VR-based apps and games that can be experienced using modern devices like Oculus Rift and Oculus Quest

Description

This third edition of the Unity Virtual Reality (VR) development guide is updated to cover the latest features of Unity 2019.4 or later versions - the leading platform for building VR games, applications, and immersive experiences for contemporary VR devices. Enhanced with more focus on growing components, such as Universal Render Pipeline (URP), extended reality (XR) plugins, the XR Interaction Toolkit package, and the latest VR devices, this edition will help you to get up to date with the current state of VR. With its practical and project-based approach, this book covers the specifics of virtual reality development in Unity. You'll learn how to build VR apps that can be experienced with modern devices from Oculus, VIVE, and others. This virtual reality book presents lighting and rendering strategies to help you build cutting-edge graphics, and explains URP and rendering concepts that will enable you to achieve realism for your apps. You'll build real-world VR experiences using world space user interface canvases, locomotion and teleportation, 360-degree media, and timeline animation, as well as learn about important VR development concepts, best practices, and performance optimization and user experience strategies. By the end of this Unity book, you'll be fully equipped to use Unity to develop rich, interactive virtual reality experiences.

Who is this book for?

Whether you're a non-programmer unfamiliar with 3D computer graphics or experienced in both but new to virtual reality, if you're interested in building your own VR games or applications, this Unity book is for you. Any experience in Unity will be useful but is not necessary.

What you will learn

  • Understand the current state of virtual reality and VR consumer products
  • Get started with Unity by building a simple diorama scene using Unity Editor and imported assets
  • Configure your Unity VR projects to run on VR platforms such as Oculus, SteamVR, and Windows immersive MR
  • Design and build a VR storytelling animation with a soundtrack and timelines
  • Implement an audio fireball game using game physics and particle systems
  • Use various software patterns to design Unity events and interactable components
  • Discover best practices for lighting, rendering, and post-processing

Product Details

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Publication date : Jul 30, 2020
Length: 592 pages
Edition : 3rd
Language : English
ISBN-13 : 9781839217333
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Length: 592 pages
Edition : 3rd
Language : English
ISBN-13 : 9781839217333
Vendor :
Unity Technologies
Languages :
Tools :

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Table of Contents

14 Chapters
Virtually Everything for Everyone Chevron down icon Chevron up icon
Understanding Unity, Content, and Scale Chevron down icon Chevron up icon
Setting Up Your Project for VR Chevron down icon Chevron up icon
Using Gaze-Based Control Chevron down icon Chevron up icon
Interacting with Your Hands Chevron down icon Chevron up icon
Canvasing the World Space UI Chevron down icon Chevron up icon
Teleporting, Locomotion, and Comfort Chevron down icon Chevron up icon
Lighting, Rendering, Realism Chevron down icon Chevron up icon
Playing with Physics and Fire Chevron down icon Chevron up icon
Exploring Interactive Spaces Chevron down icon Chevron up icon
Using All 360 Degrees Chevron down icon Chevron up icon
Animation and VR Storytelling Chevron down icon Chevron up icon
Optimizing for Performance and Comfort Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.6
(7 Ratings)
5 star 28.6%
4 star 14.3%
3 star 42.9%
2 star 14.3%
1 star 0%
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Yash Gugale Aug 16, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I have been using all the previous editions of this book and the content has been great every time. This newer edition is fully updated and comes with great chapters covering a wide variety of topics in VR development from teleportation, lighting, UI to interaction and much more. It is suitable for beginners and advanced developers alike and will truly help anyone wanting to build amazing VR applications and experiences.A must read!
Amazon Verified review Amazon
Kim Aug 21, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
So far this has been my most useful resource. It is written in a way that is very easy to understand even if you are new to Unity. I live the project oriented approach. Gives you very practical ideas for application.
Amazon Verified review Amazon
セラフ Jan 12, 2022
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
UnityでC#を使いながらVRモデルを動かす体験ができる。日本語の本だとまだまだUnityでVRを動かす資料は少ない(2D系は充実している)と思うのでその点では有意義だと思う。色んなケースが乗っている点も良い。ただ読者が手を動かして実装していく部分は、文字での説明は極力控えて画像等が使われた、視覚的に分かり易いモノの方が私は好き。家具のDIYで例えるなら、この本の説明は1. AをBに取り付ける。2. BのC部分を折り曲げる、の様な文字での解説と、説明の手順を終えた後の完成品が乗っているイメージ。説明の文字部分も画像で分かるとどこが間違っているか分かり易いのだが、これは個人の好みかもしれない。画像や図が増えるとページ数がどうしても増えてしまい、価格が上がるか掲載できるケース数が減ってしまうと思うから一長一短。
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Joseph McFarland Nov 11, 2020
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
It was a good starting point but I found the code a little janky. The climbing code would bug out and not allow you to grip another grip point until you released your other hand. It is a good starting point though but there are youtube tutorials out there that go in to much more detail than this book can.
Amazon Verified review Amazon
Amazon Customer Mar 03, 2021
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
While the concepts are good and those programs that work fun, I was expecting with this 2020 title for the examples to be up to date and the code to work exactly as described. Only those in the first few chapters work as described, so far. For example, every script in chapter 6 threw errors in 2019.4 and had to be deleted for the project to even run in VR. So as a beginner in unity without C# code experience, I basically had to wing it and modify and learn what I could from the examples. I wish a little more quality control had been done. I realize it is difficult with Unity changing so often. But I tried multiple old versions and still had trouble making many examples work. So for the money I am pretty disappointed, but hope to learn what I can from the book's basic info. It would be helpful to add a whole chapter up front on what to do when examples simply don't work. In chapter 7, if you download the final project the author created, that did seem to work, so perhaps there are are configuration/setup variables in the unity environment that are causing me trouble. I love it when it works!
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