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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

Unity VR Support and Toolkits

Generally, as a developer, you spend your time working on your project scene. As we did for the diorama in the previous chapter, you'll add objects, attach materials, write scripts, and so on. When you build and run your project, the scene is rendered on a VR device and responds in real time to head and hand motions. The following diagram summarizes this Unity system VR architecture:

Within your scene, you may include a camera rig and other higher-level toolkit prefabs and components. All device manufacturers provide toolkits that are tuned to their specific devices. At a minimum, this includes the Unity Camera component for rendering the VR scene. It probably also includes a whole suite of prefabs and components, some required and some optional, which really help you create interactive, responsive, and comfortable VR experiences. We will go...

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