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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

Using All 360 Degrees

360-degree photos and videos are a different way of using virtual reality that is accessible to consumers today, both in terms of experiencing them as well as producing and publishing them. Viewing prerecorded images requires much less compute power than rendering full 3D scenes, and this works very well on mobile phone-based VR in particular. In this chapter, we will explore the following topics:

  • Understanding 360-degree media and formats
  • Using textures to view globes, photo spheres, and skyboxes
  • Adding 360-degree video to your Unity projects
  • Writing and using custom shaders
  • Capturing 360-degree images and video from within your Unity app
Note that the projects in this chapter are separate and not directly required by the other chapters in this book. If you decided to skip any of it or not save your work, that's okay.
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