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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

Using the Unity Profiler and Stats windows

Optimizing can be a lot of work, and there is a learning curve to get the hang of it. The good news is that it can be accomplished incrementally. Tackle the more obvious, bigger bang-for-their-buck things first. You can accomplish a lot with little or no visual degradation after a bit of experimentation. The UnityEditorincludes two built-in tools that can be used to assess performance: theStatswindow and theProfilerwindow, both of which I will introduce in this section.

The Stats window

The Stats window shows real-time rendering statistics when you press Play in the Unity Editor. Reviewing and understanding these statistics is your first line of call when it comes to evaluating and improving the performance of your app, and it can help you decide which optimization strategies, including those covered in this chapter, to tackle first. In theGamewindow, enableStats by pressing the Stats button. The output of doing this can...

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