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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

Summary

Latency and low frames-per-second rates are not acceptable and can cause motion sickness in VR. We are bound by the capabilities and limitations of the hardware devices we run on and their SDKs. In this chapter, we dove into some of the more technical aspects of making great VR, considering four separate areas that affect performance: the artwork, the scene, the code, and the rendering pipeline.

We started the chapter by introducing the built-in Unity Profiler and Stats windows, our primary weapons in this battle. To illustrate the impacts of designing models and materials, we built a scene with 1000 high-poly Sunglasses with transparent lenses, examined the performance stats, and then tried several ways to improve the frame rate: decimating the models (making them low poly), removing transparency in the materials, and managing level of detail (LOD) in the scene. Then...

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