: Anna Braun, Raffael Rizzo
: XR Development with Unity A beginner's guide to creating virtual, augmented, and mixed reality experiences using Unity
: Packt Publishing
: 9781805120049
: 1
: CHF 24.40
:
: Anwendungs-Software
: English
: 284
: DRM
: PC/MAC/eReader/Tablet
: ePUB

The drastic surge in the demand for XR development has led to an imminent need for comprehensive resources, learning material, and overall know-how in this area. This one-stop resource will ensure that professionals venturing into XR development can access all XR-related techniques to build appealing XR applications, without relying on Google every step of the way.
This book is your guide to developing XR applications with Unity 2021.3 or later versions, helping you to create VR, AR, and MR experiences of increasing complexity. The chapters cover the entire XR application development process from setting up an interactive XR scene using the XR Interaction Toolkit or AR Foundation, adding physics, animations, continuous movement, teleportation, sound effects, and visual effects, to testing and deploying to VR headsets, simulators, smartphones, and tablets. Additionally, this XR book takes you on a journey from the basics of Unity and C# to advanced techniques such as building multiplayer applications and incorporating hand- and gaze-tracking capabilities.
By the end of this book, you'll be fully equipped to create cutting-edge XR projects for engaging individual, academic, and industrial use cases that captivate your audience.

Preface


Hi there, and welcome to the exciting and ever-evolving world of Extended Reality (XR) development! If you’re feeling a mix of excitement and nervousness about diving into XR development in Unity for the first time, you’renot alone.

But don’t worry – the primary goal of this book is to make XR development accessible to everyone, regardless of prior experience. We’ll use simple language, provide vivid examples, and guide you through every step, from making objects grabbable to writing scripts in C# and incorporating hand-tracking into your scenes. You won’t even need access to a VR headset or AR-compatible smartphone to follow along; you can test most of the projects using simulators on your laptop or PC, ensuring accessibilityfor all.

In our own XR development journey, we’ve faced the frustration of spending endless hours trying to make a basic XR experience work. Now that we’ve gained extensive experience at notable companies such as Deutsche Telekom and academic institutions such as Fraunhofer IGD, we want to share our knowledgewith you.

This book is not only a complete guide that will take you from being a novice in XR development or Unity to reaching an intermediate level in creating interactive XR applications for any domain. Its structure is also designed to help you easily access XR-related techniques to build outstanding XR applications, so you won’t need to constantly search online for answers, as we once did. Our goal is not to narrow your XR development expertise to specific use cases but to equip you with a wide array of tools so that you can bring any XR project to life,without limitations.

We’re thrilled to start on this journeywith you!

Who this book is for


If you’re a student, professional, or just curious about venturing into VR, MR, or AR, this book is tailored for you. Whether you’re familiar with interactive media or just beginning, we will guide you through building XR applications in Unity with ease. No Unity experience? No problem. We cover the essentials, equipping you to develop interactive VR, MR, andAR projects.

What this book covers


Chapter 1,Introduction to XR and Unity, serves as a general introduction to the topic of XR development in Unity. This chapter explains which approaches exist to bring VR, MR, and AR to life. Furthermore, Unity’s role in XR development is introduced. The main goal of this chapter is to provide a good baseline to start learning how to buildXR applications.

Chapter 2,The Unity Editor and Scene Creation, is aimed at those unfamiliar with Unity. It explains how to install Unity Hub and the Unity Editor and provides a step-by-step guide on how to create a basic scene in Unity. This chapter introduces fundamental concepts, from ligh