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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
Virtually Everything for Everyone
This virtual reality thing calls into question, what does it mean to "be somewhere"?

Before cell phones, you would call someone and it would make no sense to say, "Hey, where are you?" You know where they are, you called their house, that's where they are.

So then cell phones come around and you start to hear people say, "Hello. Oh, I'm at Starbucks," because the person on the other end wouldn't necessarily know where you are because you became un-tethered from your house for voice communications.

So when I saw a VR demo, I had this vision of coming home and my wife has got the kids settled down, she has a couple minutes to herself, and she's on the couch wearing goggles on her face. I come over and tap her on the shoulder, and I'm like, "Hey, where are you?"

It's super weird. The person's sitting right in front of you...
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