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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

Testing in the Editor

Testing your experiences is an important part of the development process because it allows you to try the experience as a user and see firsthand what works and what doesn’t. In this section, we will discuss how to test our VR experience within the Unity Editor. This process is only available for Windows OS. If you are developing on Mac or Linux, you can only test experiences on the device, not in the Editor.

You can test in the Editor by connecting your headset (Oculus Quest 2) directly to your computer. When you connect your device, a popup will appear. Select Allow. You will be asked to set up your floor height and VR boundaries. If you have not already, enable Oculus Link:

Figure 2.17 – Final VR_Basics_000 scene running in play mode

Figure 2.17 – Final VR_Basics_000 scene running in play mode

Press play to run the scene in VR (Figure 2.17), and put on your headset. You should be in the scene you built in Unity at this point. Both hands should appear as rods when you move...

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