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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

Advanced networking topics

We have only touched the surface of what you can do with networking. If this interests you, I recommend you look closely at the Unity manual and go through their tutorials too. As we mentioned at the beginning of this chapter, a good place to start is the Unity Networking Concepts document (http://docs.unity3d.com/Manual/UNetConcepts.html).

It's important to understand Peer-to-Peer versus Client-Server versus Dedicated Server networking architecture. As we've seen, by default Unity Networking is Client-Server, with a player as the host Server (the player is also its own Client). You also have the option of setting up with a dedicated server running Unity as a standalone player in headless mode.

Some other networking topics and issues include:

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