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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

Using Unity skyboxes

Back in the old days, or at least before 360-degree photos, we simply referred to 360 images as skyboxesas the way to create background imagery in computer graphic landscapes. Skyboxes depict what's far on the horizon, may contribute to the ambient lighting of the scene, can be used for rendering reflections on object surfaces, and are not interactable. Unity supports skyboxes as part of the Lighting Environment for each scene. We used skyboxes already in a few of the previous chapters' projects (including Wispy Sky and Skull Platform). Common sources of skyboxes include cylindrical panoramas, spherical panoramas (360 images), and a six-sided cube. We won't consider the cylindrical one since it's less useful for VR. We'll look at cubemaps first.

Six-sided or cubemap skyboxes

A skybox can be represented by six sides of a cube, where each side is akin to a camera capturing its view pointing in each of the six directions...

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