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Unity 2020 Virtual Reality Projects

You're reading from   Unity 2020 Virtual Reality Projects Learn VR development by building immersive applications and games with Unity 2019.4 and later versions

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Length 592 pages
Edition 3rd 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. Understanding Unity, Content, and Scale FREE CHAPTER 3. Setting Up Your Project for VR 4. Using Gaze-Based Control 5. Interacting with Your Hands 6. Canvasing the World Space UI 7. Teleporting, Locomotion, and Comfort 8. Lighting, Rendering, Realism 9. Playing with Physics and Fire 10. Exploring Interactive Spaces 11. Using All 360 Degrees 12. Animation and VR Storytelling 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 by considering four separate areas that affect performance: the artwork, the scene, the rendering pipeline, and the code. This was a survey of the profiling and analysis techniques you can use and suggestions on how to address performance problems. This is no way a prescription for your own specific project, nor is this a complete treatment of this deep topic. This also gets into system architecture and engineering problems that may not be everyone's forte.

We started this 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 1,000 high-poly Mememan...

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