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Jesse Glover - Complete Virtual Reality and Augmented Reality Development with Unity: Leverage the power of Unity and become a pro at creating mixed reality applications

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Get close and comfortable with Unity and build applications that run on HoloLens, Daydream, and Oculus Rift

Key Features
  • Build fun augmented reality applications using ARKit, ARCore, and Vuforia
  • Explore virtual reality by developing more than 10 engaging projects
  • Learn how to integrate AR and VR concepts together in a single application
Book Description

Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets.

Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. Youll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. Youll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, youll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. Youll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking.

Youll learn the Unity 3D game engine via the interactive Unity Editor and C# programming.

By the end of this Learning Path, youll be fully equipped to develop rich, interactive mixed reality experiences using Unity.

This Learning Path includes content from the following Packt products:

  • Unity Virtual Reality Projects - Second Edition by Jonathan Linowes
  • Unity 2018 Augmented Reality Projects by Jesse Glover
What you will learn
  • Create 3D scenes to learn about world space and scale
  • Move around your scenes using locomotion and teleportation
  • Create filters or overlays that work with facial recognition software
  • Interact with virtual objects using eye gaze, hand controllers, and user input events
  • Design and build a VR storytelling animation with a soundtrack and timelines
  • Create social VR experiences with Unity networking
Who this book is for

If you are a game developer familiar with 3D computer graphics and interested in building your own AR and VR games or applications, then this Learning Path is for you. Any prior experience in Unity and C# will be an advantage. In all, this course teaches you the tools and techniques to develop engaging mixed reality applications.

Table of Contents
  1. Virtually Everything for Everyone
  2. Content, Objects, and Scale
  3. VR Build and Run
  4. Gaze-Based Control
  5. Handy Interactables
  6. World Space UI
  7. Locomotion and Comfort
  8. Playing with Physics and Fire
  9. Animation and VR Storytelling
  10. What AR is and How to Get Set up
  11. GIS Fundamentals - The Power of Mapping
  12. Censored - Various Sensor Data and Plugins
  13. The Sound of Flowery Prose
  14. Picture Puzzle - The AR Experience
  15. Fitness for Fun - Tourism and Random Walking
  16. Snap it! Adding Filters to Pictures
  17. To the HoloLens and Beyond

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Complete Virtual Reality and Augmented Reality Development with Unity
Leverage the power of Unity and become a pro at creating mixed reality applications
Jesse Glover
Jonathan Linowes

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BIRMINGHAM - MUMBAI
Complete Virtual Reality and Augmented Reality Development with Unity

Copyright 2019 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors nor Packt Publishing or its dealers and distributors will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First Published: April 2019

Production Reference: 1170419

Published by Packt Publishing Ltd.
Livery Place, 35 Livery Street
Birmingham, B3 2PB, U.K.

ISBN 978-1-83864-818-3

www.packtpub.com

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Contributors
About the Authors

Jesse Glover is a self-taught software developer and indie game developer who has worked with multiple game engines and has written many tutorials on the subject of game development over the past 8 years. He maintains a YouTube channel dedicated to game development made easy and writes for Zenva in his spare time to teach the ins and outs of game development with Unity, CryEngine, and Unreal Engine, just to name a few. Jesse has also written Unity Programming for Human Beings.

Jonathan Linowes is a founder of Parkerhill Reality Labs, an immersive media indie studio and developer of the BridgeXR toolkit, Power Solitaire VR game, and upcoming Chess Or Die game. He is a VR/AR evangelist, Unity developer, entrepreneur, and teacher. Jonathan has a BFA degree from Syracuse University, an MS degree from the MIT Media Lab, and held technical leadership positions at Autodesk, among other companies. He has authored a number of books and videos by Packt, including Unity Virtual Reality Projects (first edition 2015), Cardboard VR Projects for Android, and Augmented Reality for Developers.

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Preface

Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets.

Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. Youll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. Youll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, youll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. Youll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking.
Youll learn the Unity 3D game engine via the interactive Unity Editor and C# programming.

By the end of this Learning Path, youll be fully equipped to develop rich, interactive mixed reality experiences using Unity.

Who This Book Is For

If you are a game developer familiar with 3D computer graphics and interested in building your own AR and VR games or applications, then this Learning Path is for you. Any prior experience in Unity and C# will be an advantage. In all, this course teaches you the tools and techniques to develop engaging mixed reality applications.

What This Book Covers

, Virtually Everything for Everyone , is an introduction to the new technologies and opportunities in consumer virtual reality in games and non-gaming applications, including an explanation of stereoscopic viewing and head tracking.

, Content, Objects, and Scale , introduces the Unity game engine as we build a simple diorama scene and reviews importing 3D content created with other tools such as Blender, Tilt Brush, Google Poly, and Unity EditorXR.

, VR Build and Run , helps you set up your system and Unity project to build and run on your target device(s), including SteamVR, Oculus Rift, Windows MR, GearVR, Oculus Go, and Google Daydream.

, Gaze-Based Control , explores the relationship between the VR camera and objects in the scene, including 3D cursors and gaze-based ray guns. This chapter also introduces Unity scripting in the C# programming language.

, Handy Interactables , looks at user input events using controller buttons and interactable objects, using various software patterns including polling, scriptable objects, Unity events, and interactable components provided with toolkit SDK.

, World Space UI , implements many examples of user interface (UI) for VR using a Unity world space canvas, including a heads-up display (HUD), info-bubbles, in-game objects, and a wrist-based menu palette.

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