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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 the rendering pipeline

There are a number of important performance considerations that are specific to how Unity does its rendering. Some of these may be common for any graphics engine. Recommendations will vary, depending on your target platform (for example, desktop VR versus mobile VR), your render pipeline (for example, Universal Render Pipeline versus High-Definition Render Pipeline), and Project Quality settings. There are many articles on the internet offering recommendations on which settings to use to optimize your VR apps, and it's not unusual for someone's advice to contradict that of someone else. Here are some good ones:

  • In GraphicsProject Settings, select the render pipeline (RP) settings object for the project. This may have been set up by default when you chose a Project Template from Unity Hub when the project was first created.
  • In your chosen RP settings object (for example, UniversalRP-HighQuality versus UniversalRP...
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