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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

Virtually Everything for Everyone
This virtual reality thing calls into question, what does it mean to "be somewhere"?

Before cell phones, you would call someone and it would make no sense to say, "Hey, where are you?" You know where they are, you called their house, that's where they are.

So then cell phones come around and you start to hear people say, "Hello. Oh, I'm at Starbucks," because the person on the other end wouldn't necessarily know where you are because you became un-tethered from your house for voice communications.

So when I saw a VR demo, I had this vision of coming home and my wife has got the kids settled down, she has a couple minutes to herself, and she's on the couch wearing goggles on her face. I come over and tap her on the shoulder, and I'm like, "Hey, where are you?"

It's super weird. The person's sitting right in front of you...

What is virtual reality?

Today, we are witnesses to burgeoning consumer-accessible VR, an exciting technology that promises to transform in a fundamental way how we interact with information, our friends, and the world at large.

What is virtual reality? In general, VR is the computer-generated simulation of a 3D environment, which seems very real to the person experiencing it, using special electronic equipment. The objective is to achieve a strong sense of being present (presence) in the virtual environment.

Today's consumer tech VR involves wearing HMD (head-mounted display) goggles to view stereoscopic 3D scenes. You can look around by moving your head, and walk around by using hand controls or motion sensors. You are engaged in a fully immersive experience. It's as if you're really there in some other virtual world. The following photo shows me, the author, experiencing an Oculus Rift Development Kit 2 (DK2) in 2015:

...

Differences between virtual reality and augmented reality

A sister technology to VR is augmented reality (AR), which combines computer-generated imagery (CGI) with views of the real world. AR on smartphones has recently garnered widespread interest with the introduction of Apple's ARKit for iOS and Google ARCore for Android. Furthermore, the Vuforia AR toolkit is now integrated directly with the Unity game engine, helping to drive even more adoption of the technology. AR on a mobile device overlays the CGI on top of live video from a camera.

The latest innovations in AR are wearable AR headsets, such as Microsoft's HoloLens and Magic Leap. The computer graphics are shown directly in your field of view, not mixed into a video image. If VR headsets are like closed goggles, AR headsets are like translucent sunglasses that combine the real-world light rays with CGI.

A challenge for AR is ensuring that the CGI is consistently aligned with and mapped onto the...

Applications versus games

Consumer-level VR started with gaming. Video gamers are already accustomed to being engaged in highly interactive hyper-realistic 3D environments. VR just ups the ante.

Gamers are early adopters of high-end graphics technology. Mass production of gaming consoles and PC-based components in the tens of millions and competition between vendors leads to lower prices and higher performance. Game developers follow suit, often pushing the state of the art, squeezing every ounce of performance out of hardware and software. Gamers are a very demanding bunch, and the market has consistently stepped up to keep them satisfied. It's no surprise that many, if not most, of the current wave of VR hardware and software companies are first targeting the video gaming industry. A majority of the VR apps on the Oculus Store, such as Rift (https://www.oculus.com/experiences/rift/), GearVR (https://www.oculus.com/experiences/gear-vr/), and Google Play for Daydream...

Types of VR experience

There is not just one kind of VR experience. In fact, there are many. Consider the following types of VR experiences:

  • Diorama: In the simplest case, webuilda 3D scene. You're observing from a third-person perspective. Your eye is the camera. Actually, each eye is a separate camera that gives you a stereoscopic view. You can look around.
  • First-person experience: This time, you'reimmersedin the scene as a freely moving agent. Using an input controller (a hand controller or some other technique), you can "walk" around and explore the virtual scene.
  • Room scale: The first-person experience with physical space. Given positional tracking, you can physically walk around a predefined area. A guardian system will show when you've reached unsafe boundaries.
  • Interactive virtual environment: This islikethe first-person experience, but you're more than an observer. While you are in the scene...

Types of HMD

Presently, there are two basic categories of HMDs for VR: desktop VR and mobile VR, although the distinctions are increasingly becoming blurred. Eventually, we might just talk about platforms as we do traditional computing, in terms of the operating system—for example, Windows, Android, and console VR. Let's look at each of these HMDs in more detail.

Desktop VR

With desktop VR (and console VR), yourheadsetis peripheral to a more powerful computer that processes the heavy graphics. The computer may be a Windows PC, Mac, Linux, or a game console, although Windows is by far the most prominent PC, and PlayStation is a bestseller intermsof console VR.

The headset is connected to the computer with physical wires (tethered connection) or a near-zero latency wireless connection. The game runs on the remote machine and the HMD is aperipheraldisplay device with a motion-sensing input. The termdesktopis an unfortunate misnomer since it&apos...

How virtual reality works

So, what is it about VR that's got everyone so excited? With your headset on, you experience synthetic scenes. It appears 3D, it feels 3D, and maybe you will even have a sense of actually being there inside the virtual world. The strikingly obvious thing is that VR looks and feels really cool! But why?

Immersion and presence are the two words that are used to describe the quality of a VR experience. The Holy Grail is to increase both to the point where it seems so real that you forget you're in a virtual world. Immersion is the result of emulating the sensory input that your body receives (visual, auditory, motor, and so on). This can be explained technically. Presence is the visceral feeling that you get of being transported there—a deep emotional or intuitive feeling. You could say that immersion is the science of VR and presence is the art. And that, my friend, is cool.

A number of different technologies and techniques...

Technical skills that are important to VR

Being a VR developer requires the integration of multiple skills. Yes, you may likely specialize in one or a few areas. But sooner or later you're going to need at least some hands-on experience in a range of areas, as depicted in the following diagram:

Years ago, software development was revolutionized by the web. Web development draws upon a range of engineering and artistic disciplines to make a successful website, including artists, designers, typographers, photographers, and others. With VR, the reach is an order of magnitude greater. VR is multimedia, requiring audio, animation, and 3D design. VR is software engineering, requiring programming, debugging, and platform operations. VR is architecture and modeling, requiring 3D models, level design, and space construction. VR is theater and storytelling, requiring lighting, blocking, and character development. And the list goes on. But do not...

What this book covers

This book takes a practical, project-based approach to teach the specifics of VR development using the Unity 3D game development engine. You'll learn how to use Unity 2020 to develop VR applications, which can be experienced with devices such as Oculus, Rift, Quest, HTC Vive, Cosmos, Valve Index, and even Google Cardboard.

However, we have a slight problem here—the technology is advancing very rapidly. Of course, this is a good problem to have. Actually, it's an awesome problem to have, unless you're a developer in the middle of a project or an author of a book on this technology! How does one write a book that doesn't have obsolete content the day it's published?

Throughout the book, I have tried to distill some universal principles that should outlive any short-term advances in VR technology, which include the following:

  • Categorization of different types of VR experiences with example projects...

Summary

In this chapter, we looked at virtual reality and realized that it can mean a lot of things to different people and can have different applications. There's no single definition, and it's a moving target. We are not alone, as everyone's still trying to figure it out. The fact is that VR is a new medium that will take years, if not decades, to reach its potential.

VR is not just for games; it can be a game-changer for many different applications. We identified over a dozen. There are different kinds of VR experiences, which we'll explore in the projects in this book.

VR headsets can be divided into those that require a separate processing unit (such as a desktop PC or a console) that runs with a powerful GPU and those that use mobile technologies for processing.

So, let's get to it! In the next chapter, we'll jump right into Unity and create our first 3D scene and learn about world coordinates, scaling, and importing...

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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
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Publication date : Jul 30, 2020
Length: 592 pages
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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

Top Reviews
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.
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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.
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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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