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Enhancing Virtual Reality Experiences with Unity 2022

You're reading from   Enhancing Virtual Reality Experiences with Unity 2022 Use Unity's latest features to level up your skills for VR games, apps, and other projects

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Product type Paperback
Published in Nov 2023
Publisher Packt
ISBN-13 9781804619537
Length 566 pages
Edition 1st Edition
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Author (1):
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Steven Antonio Christian Steven Antonio Christian
Author Profile Icon Steven Antonio Christian
Steven Antonio Christian
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Table of Contents (25) Chapters Close

Preface 1. Part 1: Philosophy and Basics of Understanding Virtual Reality
2. Chapter 1: Philosophy of Building Immersive Experiences FREE CHAPTER 3. Part 2: Technical Skills for Building VR Experiences in Unity (Assets, GameObjects, Scripts, and Components)
4. Chapter 2: Building VR Scenes in Unity 5. Chapter 3: Working with Inputs and Interactions 6. Chapter 4: Using Game Objects, Materials, and Prefabs 7. Chapter 5: Implementing Animation – Physics and Colliders 8. Chapter 6: Lighting Your Worlds and Experiences 9. Chapter 7: Creating Immersion with Sound 10. Chapter 8: Working with C#, Unity Events, and Input Actions 11. Chapter 9: Unlocking the Power of Render Pipelines 12. Part 3: Projects: Putting Skills Together
13. Chapter 10: Design Thinking for Virtual Reality Experiences 14. Chapter 11: Adding Audio to a Virtual Reality World 15. Chapter 12: Building an Art Gallery 16. Chapter 13: Animating a Virtual Reality Experience 17. Chapter 14: Recording Virtual Reality Videos 18. Chapter 15: Enhancing Virtual Reality Rigs 19. Chapter 16: Triggering Actions in Virtual Reality 20. Chapter 17: Destroying Objects in Virtual Reality 21. Part 4: Final Touches
22. Chapter 18: Optimizing Your Virtual Reality Experiences 23. Index 24. Other Books You May Enjoy

Summary

Using Phase 8 of our roadmap as a guideline, we were able to explore how we can utilize our animated show assets in a variety of different ways. We first learned how to use the Unity Recorder to record our animated real-time rendered shell assets as a video file. Once we had that video file, we could place it on a big screen in a VR theater that we created. Then, we were able to convert that animated show into a 360° video file that we could use on 360° video players or upload to YouTube to stream 360° videos across the world and share them with friends.

At this point, you should understand that developing VR experiences is not limited to just headsets or mobile devices. You can create experiences through 360° video and streaming services that can be accessed on a variety of different platforms and devices. When thinking about what kinds of VR experiences to make, think hard about the options available because, in this chapter, we explored different options...

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