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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D

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Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Length 286 pages
Edition 1st 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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Toc

Table of Contents (13) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Objects and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-based Control 5. World Space UI 6. First-person Character 7. Physics and the Environment 8. Walk-throughs and Rendering 9. Using All 360 Degrees 10. Social VR Metaverse 11. What's Next?
Index

Equirectangular projections


Ever since it was discovered that the Earth is round, cartographers and mariners have struggled with how to project the spherical globe onto a two-dimensional chart. The variations are plentiful and the history is fascinating (if you're fascinated by that sort of thing!) The result is an inevitable distortion of some areas of the globe.

Note

To learn more about map projections and spherical distortions, visit http://en.wikipedia.org/wiki/Map_projection.

As a computer graphics designer, it's perhaps a little less mysterious than it was to ancient mariners because we know about UV Texture mapping.

3D computer models in Unity are defined by meshes—a set of Vector3 points connected with edges, forming triangular shaped facets. You can unwrap a mesh (in Blender, for instance) into a flattened 2D configuration to define the mapping of texture pixels to the corresponding areas on the mesh surface (the UV coordinates). A globe of the Earth, when unwrapped, will be distorted...

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