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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

360-degree media

The terms 360-degree and virtual reality are 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 so simple.

Generally, the term 360-degree refers to viewing of 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 provides a player with interactive controls to look around during the playback. Google Maps lets you upload...

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