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Enhancing Virtual Reality Experiences with Unity 2022

You're reading from  Enhancing Virtual Reality Experiences with Unity 2022

Product type Book
Published in Nov 2023
Publisher Packt
ISBN-13 9781804619537
Pages 566 pages
Edition 1st Edition
Languages
Author (1):
Steven Antonio Christian Steven Antonio Christian
Profile icon Steven Antonio Christian
Toc

Table of Contents (25) Chapters close

Preface 1. Part 1: Philosophy and Basics of Understanding Virtual Reality
2. Chapter 1: Philosophy of Building Immersive Experiences 3. Part 2: Technical Skills for Building VR Experiences in Unity (Assets, GameObjects, Scripts, and Components)
4. Chapter 2: Building VR Scenes in Unity 5. Chapter 3: Working with Inputs and Interactions 6. Chapter 4: Using Game Objects, Materials, and Prefabs 7. Chapter 5: Implementing Animation – Physics and Colliders 8. Chapter 6: Lighting Your Worlds and Experiences 9. Chapter 7: Creating Immersion with Sound 10. Chapter 8: Working with C#, Unity Events, and Input Actions 11. Chapter 9: Unlocking the Power of Render Pipelines 12. Part 3: Projects: Putting Skills Together
13. Chapter 10: Design Thinking for Virtual Reality Experiences 14. Chapter 11: Adding Audio to a Virtual Reality World 15. Chapter 12: Building an Art Gallery 16. Chapter 13: Animating a Virtual Reality Experience 17. Chapter 14: Recording Virtual Reality Videos 18. Chapter 15: Enhancing Virtual Reality Rigs 19. Chapter 16: Triggering Actions in Virtual Reality 20. Chapter 17: Destroying Objects in Virtual Reality 21. Part 4: Final Touches
22. Chapter 18: Optimizing Your Virtual Reality Experiences 23. Index 24. Other Books You May Enjoy

Summary

In the final stretch of our VR journey, we’ve dug deep into the art of optimization. We’ve used all the Unity tools at our disposal, including compression and the Unity Profiler, to keep a keen eye on our frame rate and performance throughout the runtime.

We’ve fine-tuned our camera settings, squished our images to lighten their load, and even given the same treatment to our audio files. After all, while we love a rich soundscape, we can’t afford to let it weigh us down.

We’ve even done some spring cleaning on our 3D models, trimming the fat on mesh and draw calls, and cutting out the excess frames on our animation files. We’re even baking our lights so we can keep things bright without slowing things down.

We’ve also revisited our project settings to tweak the quality of our rendering and the backend player settings. It’s all about making our algorithms work for us, not against us. This keeps things running smoothly...

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