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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
Optimizing for Performance and Comfort

As we've mentioned throughout these chapters and projects, the success of your VR app will be negatively impacted by any discomfort your users feel. It is a fact that VR can cause motion sickness. The symptoms of motion sickness include nausea, sweating, headaches, and even vomiting. It can take hours – perhaps an overnight sleep – to recover. In real life, humans are susceptible to motion sickness: riding a roller coaster, a bumpy airplane, a rocking boat. It's caused when one part of your balance-sensing system thinks your body is moving but other parts don't.

In VR, this could occur when the eyes see motion but your body doesn't sense it. We've considered ways you can design your VR apps to avoid this. With locomotion, always give the user control over their first-person movement. Try to avoid riding-the-rails experiences and especially avoid...

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