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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

Optimizing your scene with static objects

In addition to your art objects, the next step in optimization might be how your scene itself is organized. If we tell Unity that specific objects will not move in the scene, it can precompute a lot of the rendering in advance rather than at runtime. We do this by defining these game objects as static, and then baking them into specific contexts.

We used static objects in Chapter 4, Gazed-Based Control, when we set up a Navmesh for Ethan to run through. His walkable nav area was defined by the flat ground plane minus any large static objects that might get in his way, baked into a navmesh.

Statics can also be used to help precompute the scene rendering. Baked lightmaps and shadowmaps precompute lighting and shadows. Baked occlusions divide the scene into static volumes that can be readily culled when out of view, saving processing by...

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