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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

Exploring 360-degree media

The terms 360-degree media and virtual reality are being tossed around a lot lately, often in the same sentence. Consumers may be led to believe that it's all the same thing, it's all figured out, and it's all very easy to produce, when, in fact, it is not that simple. Generally, the term 360-degree media refers to viewing prerecorded photos or videos in a manner that allows you to rotate your view's direction to reveal content that was just outside your field of view.

Non-VR 360-degree media has become relatively common. For example, many real-estate listing sites provide panoramic previews with a web-based player that lets you interactively pan around to view the space. Similarly, Facebook and YouTube support uploading and playback of 360-degree videos and a player with interactive controls so that you can look around during the playback. Google Maps lets you upload 360-degree panoramic photos, much like their Street View...

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