Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Enhancing Virtual Reality Experiences with Unity 2022

You're reading from   Enhancing Virtual Reality Experiences with Unity 2022 Use Unity's latest features to level up your skills for VR games, apps, and other projects

Arrow left icon
Product type Paperback
Published in Nov 2023
Publisher Packt
ISBN-13 9781804619537
Length 566 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Steven Antonio Christian Steven Antonio Christian
Author Profile Icon Steven Antonio Christian
Steven Antonio Christian
Arrow right icon
View More author details
Toc

Table of Contents (25) Chapters Close

Preface 1. Part 1: Philosophy and Basics of Understanding Virtual Reality
2. Chapter 1: Philosophy of Building Immersive Experiences FREE CHAPTER 3. Part 2: Technical Skills for Building VR Experiences in Unity (Assets, GameObjects, Scripts, and Components)
4. Chapter 2: Building VR Scenes in Unity 5. Chapter 3: Working with Inputs and Interactions 6. Chapter 4: Using Game Objects, Materials, and Prefabs 7. Chapter 5: Implementing Animation – Physics and Colliders 8. Chapter 6: Lighting Your Worlds and Experiences 9. Chapter 7: Creating Immersion with Sound 10. Chapter 8: Working with C#, Unity Events, and Input Actions 11. Chapter 9: Unlocking the Power of Render Pipelines 12. Part 3: Projects: Putting Skills Together
13. Chapter 10: Design Thinking for Virtual Reality Experiences 14. Chapter 11: Adding Audio to a Virtual Reality World 15. Chapter 12: Building an Art Gallery 16. Chapter 13: Animating a Virtual Reality Experience 17. Chapter 14: Recording Virtual Reality Videos 18. Chapter 15: Enhancing Virtual Reality Rigs 19. Chapter 16: Triggering Actions in Virtual Reality 20. Chapter 17: Destroying Objects in Virtual Reality 21. Part 4: Final Touches
22. Chapter 18: Optimizing Your Virtual Reality Experiences 23. Index 24. Other Books You May Enjoy

Triggering animations in the scene

One of the best things about creating animations is that you can reuse the content you create over and over again. However, animations are often created just for videos and don’t exist anywhere else. This will change with VR, as we can now utilize the same animated assets we created for videos and experience them in VR. This is possible because VR uses real-time rendering, which allows us to walk around animated scenes and view them from any angle we desire. Triggering animated scenes is especially fun for animators and those interested in visual storytelling because it changes the way stories can be told and experienced.

In this section, we will cover how to reuse our collider controller script with a new collider that we can use as a portal. We will step into the portal and trigger the animation to play. When we step out of the portal, the animation will pause. This is a simple implementation, but it can be expanded on with multiple animated...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image