PDF Unity 2020 Virtual Reality Projects Learn VR Development by Building Immersive Applications and Games With Unity 2019 4 and Later Versions Third Edition Jonathan Linowes Download
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Unity 2020 Virtual Reality Projects
Third Edition
Jonathan Linowes
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any
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quotations embedded in critical articles or reviews.
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presented. However, the information contained in this book is sold without warranty, either express or implied.
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caused or alleged to have been caused directly or indirectly by this book.
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mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the
accuracy of this information.
ISBN 978-1-83921-733-3
www.packt.com
This book is dedicated to Lisa—my wife, best friend, and soul mate—and the amazing family
we created together: Rayna, Jarrett, Steven, and Shira, who know in their hearts that
the future is theirs to embrace.
- Jonathan Linowes
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Table of Contents
Title Page
Dedication
About Packt
Why subscribe?
Contributors
Conventions used
Get in touch
Reviews
Types of VR experience
Types of HMD
Desktop VR
Mobile VR
Stereoscopic 3D viewing
Summary
Technical requirements
Installing Unity
Adding a photo
Using prefabs
Importing content
Creating 3D content for VR
Summary
3. Setting Up Your Project for VR
Technical requirements
Introducing the Unity XR platform
Summary
4. Using Gaze-Based Control
Technical requirements
Adding Ethan, the walker
Technical requirements
Studying VR design principles
Making a reusable default canvas
Creating a default canvas prefab
Summary
7. Teleporting, Locomotion, and Comfort
Technical requirements
Implementing basic glide locomotion
Climbing a wall
Building a wall with grab holds
Adding the XRI Interactor and Interactable components
Adding a ClimbController script
Turning in a snap
Integrating scripts with Locomotion System
Teleporting between locations
Installing the XRI examples
Adding teleportation
Restricting interaction to a specific layer
Ray interactors for teleportation
Switching between Interactors
Serving a ball
Adding sound effects
Skull environment
Audio synchronization
Summary
10. Exploring Interactive Spaces
Technical requirements
Using lists
Room-scale considerations
Summary
Technical requirements
Exploring 360-degree media
Rendering globes
A growing tree
A growing bird
A wafting nest
Animating other properties
Animating lights
Shaking an egg
Using Animator Controllers
ThirdPersonController Animator
Look to play
Resetting the initial scene's setup
Summary
Decimating models
Levels of detail
Optimizing your scene with static objects
Summary
You will learn how to use Unity to develop VR applications that can
be experienced on devices such as Oculus Rift, Quest, HTC VIVE,
and others. We'll also cover the technical considerations that are
especially important and possibly unique to VR. By the end of this
book, you will be equipped to develop rich and interactive VR
experiences.
At the time of writing, Google Cardboard was a thing, but there were
no consumer VR devices. The Oculus DK2 had no hand controllers,
just an Xbox game controller. Months after the book was released, in
November 2015, the HTC Vive came to market with room-scale and
positionally tracked hand controllers. In March 2016, the consumer
version of Oculus Riftwas released. Not until December 2016, almost
a year and a half after the book came out, did Oculus release its
positionally tracked Touch hand controllers.
Since the first edition of this book, many new VR devices have
entered the market, hardware and software features have improved,
and the Unity game engine continues to add native VR SDK
integrations and new features to support them. Oculus, Google,
Steam, Samsung, PlayStation, Microsoft, and many others have
joined the fray as the industry continues to accelerate and blossom.
In this third edition, the book has again been significantly revised
and expanded. With the introduction of the Unity XR platform
architecture, plugins, and XR Interaction Toolkit, I decided to focus
on this new standard API and components throughout the book. All
of the chapters and projects have been adapted to use Unity's own
XR SDK instead of provider-specific toolkits because I see this to be
a hugely significant development and contribution by Unity to the
progress of our industry. I sincerely hope you find this book fun,
educational, and helpful as we create great new VR content and
explore this amazing new medium.
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and enjoy exciting offers!
Who this book is for
If you are interested in VR, want to learn how it works, or want to
create your own VR experiences, this book is for you. Whether
you're a non-programmer and are unfamiliar with three-dimensional
computer graphics or you are experienced in both but new to VR,
you will benefit from this book. Any experience in Unity is an
advantage. If you are new to Unity, you can also pick up this book,
although you might first want to work through some of Unity's own
getting-started tutorials, which are available on their website (https://
unity.com/learn).
system and a Unity project to build and run on your target device(s),
including SteamVR, Oculus Rift, Windows Immersive MR, Oculus
Quest, and Google Cardboard.
how to use the Unity Profiler and Stats window to reduce latency in
your VR app, including optimizing your three-dimensional art, static
lighting, efficient coding, and GPU rendering.
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.
, Setting Up Your Project for VR, goes into detail of what you
Chapter 3
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.
Once the file is downloaded, please make sure that you unzip or
extract the folder using the latest version of:
The code bundle for the book is also hosted on GitHub at https://githu
b.com/PacktPublishing/Unity-2020-Virtual-Reality-Projects-3rd-Edition-. In case
We also have other code bundles from our rich catalog of books and
videos available athttps://github.com/PacktPublishing/. Check them out!
Conventions used
There are a number of text conventions used throughout this book.
Use of Stories
That stories have helped in other branches of the curriculum
outside of spelling is a well-known fact. Up to the present, spelling
has been so stereotyped, so humdrum, that stories have had little or
no place in the spelling lesson. Spelling, however, is the result of
forming right habits and these right habits can be stimulated and
encouraged by the right kind of stories. At the beginning of the work
of the third grade is told the story of “The King’s Rules.” This story
should be told to the children along with other stories of the grade,
dramatized, and every means used to fix the point of the story.
During the year constant reference should be made to “The King’s
Rules.” For example, in teaching Lesson 91 reference should be made
to the king’s second rule. In Lessons 92 and 94 reference should be
made to the king’s third rule. Whenever a pupil mispronounces a
word his attention should be directed to the first two rules. Care
should be exercised in referring to these three rules that the interest
is quickened and not deadened by the constant repetition and
reference to the same story.
Use of Pictures
Throughout the book illustrations are given. The words of a lesson
will be found to be illustrated in the pictures connected with the
lesson. Pupils may be asked to cover the words of a lesson and write
all the words that they find connected with the picture.
Phonetic Words
The third grade work continues the work in phonics started in the
first and second grades. The suggestions given on pages 28 and 36,
for the first and second year’s work, apply equally well to the work of
the third year.
Quotations
The sentences used in connection with the lessons may be used in
a variety of ways:
(a) They are placed in the book primarily for the purpose of
illustrating the use of the word.
(b) They have been very carefully selected from our best authors
and many of them may wisely be memorized.
(c) They may be used as dictation exercises. In this case misspelled
words should be counted as errors. All other mistakes should be
corrected by referring to the book but should not be counted against
the child as an error in spelling.
Suggestions for Study
At the end of many lessons, or groups of lessons, will be found
suggestions for the pupils to use in their study. The teacher should
call attention to these. They will be of great help to the pupil if he has
been taught how to use them. They are, however, incomplete owing
to the lack of space, and the wise teacher will find other suggestions
to give the pupils as she finds, through the correcting of papers, other
difficulties which arise in the spelling of particular words.
Abbreviations
The use of the capital letter has been presented in connection with
the beginning of the sentence, and the spelling of the names of the
months and of proper names. In the third grade the names of the
days have been added, and a few abbreviations. (See Lessons 100,
101, 114, 115, 124, etc.) These should be thoroughly taught with
emphasis on the use of the period.
Preparation for Dictionary Work
1. Early in the year have the pupils arrange the words in any
lesson, lessons, or on a page, in alphabetical order; as, Lessons 22–
25, page 15. Pupils write as follows:
A. B C D
around bowl clean dash etc.
beside cash
bottom
bean
2. Have the pupils turn to the third grade vocabulary, page 43.
(a) Have them make an alphabetical list of words from the
vocabulary; as, able, beam, cage, daily, etc.
(b) Finding Words Quickly. Teacher says, “Read this list of words
until you find the word cane.” After the pupils have complied the
teacher says, “Count all the words you read before you found the
word cane.” Pupils count and answer, “Seventy-one.” Teacher asks,
“How could I have saved time in finding this word?” The pupils
easily discover the fact that they can save time by looking for the
word among the words beginning with the same letter. The teacher
tests and proves this to be true by calling for other words; as, “With
what letter does face begin? Where shall we find it?” Pupils answer,
“Face begins with f; we shall find it with the words beginning with f.”
They do so. Teacher asks, “How many words did you have to read
before finding the word face? How many do you think you would
have to read if you counted from the beginning?” Conclusion to be
discovered and expressed by the pupils: An alphabetical
arrangement of words saves time in finding any particular word.
(c) Finding Words Easily. Teacher says, “Who can find the word
autumn first?” Pupils find it. Teacher asks the first pupil ready with
the word, “Where did you find it?” Pupil answers, “I found it among
the words beginning with a at the beginning of the list.” Teacher calls
for more words from different parts of the list; as, farm, yellow,
branch, taste, many, etc. In every case pupils must determine first,
the initial letter of the word; second, the place in the alphabetical list
for words beginning with that letter.
Conclusion to be discovered and expressed: An alphabetical
arrangement of words makes it easier to find any given word in a
given list.
3. Have the pupils arrange the hundred words on pages 41 and 42
in alphabetical order, considering only the initial letter of each word.
This may be done by having each word copied on an oblong piece of
paper, or on oak tag cards, and these cards placed in alphabetical
order, or by having columns marked off, headed by letters
alphabetically arranged; as:
ABCDEFG
4. (a) Have the children list the words from sentences or short
stories in alphabetical order, as those in “The Golden Eggs,” page 17.
(b) After the list has been made (see a above) have the pupils read
through the sentences again to make sure that every word in them
has been listed. The exercise emphasizes the value of alphabetical
arrangement. Example: Teacher says, “If you wish to make sure that
you have the word the on your list, how can you find out easily and
quickly?” Pupil answers, “I will look near the end of my list among
the words beginning with t.”
(c) Adding to an Alphabetical List of Words. Teacher says, “I
would like to have the word do added to the list. (See (a) above.)
Where should it be written?” Pupil answers, “Put it with day because
it begins with d.” The teacher says, “There is no word beginning with
i in the list; if I wish to add the word into, where shall I place it?”
Pupil answers, “Place it after the words beginning with h (or before
the words beginning with j) because that is the place of i in the
alphabet.”
5. Have the pupils arrange themselves in a line in alphabetical
order, considering first the initial letter of their first names. Have the
pupils take their places as the teacher calls the letters. Thus, the
teacher calls a, and Alice, Andrew, and Anna step into line. At once
the question arises as to who shall stand first—all names begin with
a. Teacher writes the names on the board and says, “Look at the
second letter in each name.” The pupils study the second letter with
the teacher, and decide that as l, the second letter in Alice, comes
before n, the second letter in Anna and Andrew, Alice should have
first place. To fix the place of Andrew and Anna the third letters of
each name must be considered.
6. On page 29 is a lesson on arranging by the second letter.
Following this have the pupils arrange other lists of words in
alphabetical order, (a) considering the first two letters of the word;
(b) considering the first three letters.
7. Have the children give all the reasons that they can think of to
prove that the alphabetical arrangement of a list of words is a good
one.
SUGGESTIONS FOR FOURTH YEAR
The teacher may read the above story to her pupils or make a
similar introductory study of the dictionary with any word she may
select.
SUGGESTIONS FOR FIFTH YEAR
Use of Story
At the beginning of Part II, the story of “The King’s Rules” was
given to the children. This story should be reviewed for it emphasizes
three important factors in learning to spell.
1. To listen carefully when the word is spoken.
2. To say it correctly when you speak it.
3. To look at the word thoughtfully to get an exact picture of it in
your mind.
The work of the fifth and sixth grades opens with another story to
emphasize the same three points in a different way. The story of “The
Two Scouts” emphasizes the fact that a good speller is a good speller
because he
Sees exactly
Hears exactly
Pronounces exactly