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Enhancing Virtual Reality Experiences with Unity 2022

You're reading from   Enhancing Virtual Reality Experiences with Unity 2022 Use Unity's latest features to level up your skills for VR games, apps, and other projects

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Product type Paperback
Published in Nov 2023
Publisher Packt
ISBN-13 9781804619537
Length 566 pages
Edition 1st Edition
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Author (1):
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Steven Antonio Christian Steven Antonio Christian
Author Profile Icon Steven Antonio Christian
Steven Antonio Christian
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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 FREE CHAPTER 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

We have covered various aspects of VR development in Unity in this chapter. We started by discussing the importance of structuring C# code and understanding its syntax to make it clear, concise, and easily understandable for others. We also learned about the Unity Event System and how it can be used to trigger events with input actions, which is essential for VR development.

Next, we learned how to create portals that can transport us to another scene in Unity. We achieved this by using triggers and colliders to detect when the player enters a certain area, allowing us to load a new scene and move the player to that location. We also created a prefab variant for our portal scenes to make it easier to add them to our game.

We then explored the C# code required to make the portals work. We created a new C# script called PortalSceneManager that handles the transition between scenes. This script includes a public scene asset, which allows us to select the scene we want to...

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