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Virtual Reality Blueprints

You're reading from   Virtual Reality Blueprints Create compelling VR experiences for mobile and desktop

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Product type Paperback
Published in Feb 2018
Publisher Packt
ISBN-13 9781786462985
Length 250 pages
Edition 1st Edition
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Authors (2):
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John Williamson John Williamson
Author Profile Icon John Williamson
John Williamson
Charles Palmer Charles Palmer
Author Profile Icon Charles Palmer
Charles Palmer
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Table of Contents (12) Chapters Close

Preface 1. The Past, Present, and Future of VR FREE CHAPTER 2. Building a Solar System for Google Cardboard 3. Building an Image Gallery System for the Gear VR 4. Adding User Interactions to the Virtual Gallery Project 5. Fighting Zombies on the Oculus Rift 6. Scripting Zombies for the Oculus Rift 7. Carnival Midway Games — Part 1 8. Carnival Midway Games — Part 2 9. VR Hardware Roundup 10. VR Terms and Definitions 11. Other Books You May Enjoy

Constructing a panoramic skybox

By default, Unity Scenes start with a ground plane, horizon line, sky, and Sun. However, these are not individual GameObjects. Instead, it is a panoramic texture mapped to the inside of a cube and we call it a skybox. The skybox is drawn in the background behind all other objects and rotates to match the current camera's orientation. When done correctly, the skybox creates an immersive environment within the scene.

Skyboxes are materials created from combining six photographs, each at 90° from each other or by capturing a single 360° equirectangular panoramic image. The six-photo method, known as a Cubemap, can be created by shooting images from a single position in each direction; up, right, left, front, back, and down. Equirectangular images are created by capturing or stitching together images into a 3D projection:

Figure 3.5...
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