Unity 5.4 sees an overall unification of VR development to multiple platforms. Unity 5.4 allows for easy builds to Steam VR, Oculus Rift, Gear VR and Playstation VR devices with minimal adjustment. VR Developers can also now take advantage of a more efficient workflow with the ability to render an image for both viewports in a single pass with Double-Wide Rendering, and, offloading rendering tasks to multiple “worker” threads via a process called “Graphics Jobs”.
- [Voiceover] Unity five point four sees an overall unification of VR development to multiple platforms. Unity five point four allows for easy builds to SteamVR, Oculus Rift, GearVR and Playstation VR devices with minimal adjustment, so if you're not familiar with VR or the VR samples that Unity technology provides, on the asset store, I'd encourage you to go to the asset store and type in "VR Samples", find this file here and simply click on it and you'll see that with the VR sample files, this is a great starting point for learning about what is new with VR support within Unity five point four, and there are some new enhancements here to make developing for VR within Unity that much more easier.
One of the things to point out is, if you haven't downloaded this asset pack, simply be sure to click on Download and then import into your project, I have it here in my project so I'm able to access some of these scenes. While we're on the VR sample area here, I would encourage you to click on this Learning Tutorials topic here, as this is new to this VR sample project package that is available on the Asset store, and once you click on that, this will take you to an overview of an overall introduction to Unity Virtual Reality, and this is a great resource as to how you can utilize what's new within Unity VR, and it also shows how serious Unity is with supporting virtual reality development.
Back in our project you'll see that I have a scene open which you can open up any one of these scenes, so this is simply in the VR Sample scene, it's down below on the bottom left, of the Project Window, open up the VR Sample Scenes directory and clicking on Scenes, and open up any one of these, in this case here I'm working with the Maze setting in here, so, I should point out here that these sample scenes are specifically built for VR development, or as sample scenes for virtual reality development and learning.
If you do not have a virtual reality headset or a virtual reality device hooked up to Unity, you won't be able to actually play this game on here, I actually do have an Oculus Rift, and hooking up with this, we can play this game, in action. Without an Oculus Rift, you won't be able to actually interact with the game as it stands because this is specifically built to showcase Unity's commitment to VR but also to help you develop for VR as well.
A couple of other points to highlight here, some new support functions for development in VR, within Unity. If we go up to the Editor, or I'm sorry Edit menu set in the editor up the top left corner, and go to Project Settings, and then move over to Player, and simply click Player, we're gonna get all of our different settings for the player, specifically to rendering and how we're going to render build the project. What we want to take a look at here is a couple of new enhancements to the virtual reality supported aspect of Unity development, if you now click on Virtual Reality Supported, you'll see that a new little menu pops up, and this is where you can see the SDK's available for virtual reality, now Oculus by default is put in there but if you click the plus sign, this is being populated as development goes further with Unity and you'll see more pop in here, but everything right down to OpenVR, as well as non-head-mounted, just stereo displays as well.
So this is where you can get into very easily developing for things like the Oculus Rift, for other areas like SteamVR, GearVR and PlaystationVR, with minimal switch between these devices, so in previous build of Unity, there were specific settings to specific devices. A lot of this is unifying now here in Unity, and in Unity five point four we're seeing this where there's minimal change or minimal need to go in and hop between settings for devices, so in Unity five point four you'll see that we have this ability to easily develop over to a virtual reality supported device, and simply by clicking on Virtual Reality Supported, this will automatically toggle your camera by wrapping it into a stereo display by recognizing that you have a virtual reality device connected.
It's also worth noting that you'll see this graphics jobs toggle, and if we click that on, what graphics jobs is going to do is allow VR developers to take advantage of a much more efficient workflow while developing their virtual reality projects, now this is simply that it will actually offload rendering tasks to multiple worker threads, so this is where a lot of the processing within Unity is done, on a single or main CPU, if you have multiple CPU's, Unity will take advantage of this graphics jobs by populating them across the CPU's to increase the performance of those tasks.
So there's a quick overview of Unity VR development and Unity five point four.