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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018

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Product type Paperback
Published in May 2018
Publisher Packt
ISBN-13 9781788478809
Length 492 pages
Edition 2nd Edition
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Table of Contents (15) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Content, Objects, and Scale FREE CHAPTER 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. Exploring Interactive Spaces 10. Using All 360 Degrees 11. Animation and VR Storytelling 12. Social VR Metaverse 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Rendering photospheres

The inverse of a globe is a photosphere. Where a globe maps an equirectangular texture onto the outside surface of a sphere, a photosphere would map the texture onto the inside surface, and you view it from the inside so it surrounds you.

For our examples, I'm using the Farmhouse.png image which is provided with this book, as shown below. Feel free to use your own 360-degree photo, whether you have a 360-degree camera such as the Ricoh Theta or other brand, use a photo stitching app for Android or iOS, or download one from any number of photo sources on the web.

As we've seen, Unity ordinarily renders only the outward-facing surfaces of objects. This is determined, mathematically, as the normal direction vector of each facet of its surface mesh. A Plane is the simplest example. Back in Chapter 2, Content, Objects, and Scale, we created a big screen...

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