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Build Your Own Metaverse with Unity

You're reading from   Build Your Own Metaverse with Unity A practical guide to developing your own cross-platform Metaverse with Unity3D and Firebase

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Product type Paperback
Published in Sep 2023
Publisher Packt
ISBN-13 9781837631735
Length 586 pages
Edition 1st Edition
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Author (1):
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David Cantón Nadales David Cantón Nadales
Author Profile Icon David Cantón Nadales
David Cantón Nadales
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Table of Contents (20) Chapters Close

Preface 1. Part 1: Getting Started
2. Chapter 1: Getting Started with Unity and Firebase FREE CHAPTER 3. Chapter 2: Preparing Our Player 4. Chapter 3: Preparing Our Home Sweet Home: Part 1 5. Chapter 4: Preparing Our Home Sweet Home: Part 2 6. Chapter 5: Preparing a New World for Travel 7. Part 2: And Now, Make It Metaverse!
8. Chapter 6: Adding a Registration and Login Form for Our Users 9. Chapter 7: Building an NPC That Allows Us to Travel 10. Chapter 8: Acquiring a House 11. Chapter 9: Turning Our World into a Multiplayer Room 12. Chapter 10: Adding Text and a Voice Chat to the Room 13. Part 3: Adding Fun Features Before Compiling
14. Chapter 11: Creating an NPC That Allows Us to Change Our Appearance 15. Chapter 12: Streaming Video Like a Cinema 16. Chapter 13: Adding Compatibility for the Meta Quest 2 17. Chapter 14: Distributing 18. Index 19. Other Books You May Enjoy

Optimizing a dynamic Scene

We are coming to the end of the chapter, but we can’t end without recalling the benefits of optimizing the scene. This scene is not very different from the one we designed in Chapter 4, Preparing Our Home Sweet Home: Part 2. It has static elements too. The only difference is that the Prefabs are added at runtime.

It is important that you apply the same optimization techniques that we saw in Chapter 4, Preparing Our Home Sweet Home: Part 2. We have programmed these dynamic elements to be instantiated statically, so we are already applying optimization in terms of lights.

Although these buildings are added later, when the scene is run, the Camera Occlusion Culling optimization will remove and display them depending on whether or not they are in the viewing area.

This type of scene may result in less FPS due to not having baked shadows on the dynamic buildings, but it is not a concern. I recommend that you analyze the FPS as your scene grows...

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