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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018

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Product type Paperback
Published in May 2018
Publisher Packt
ISBN-13 9781788478809
Length 492 pages
Edition 2nd 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 FREE CHAPTER 2. Content, Objects, and Scale 3. VR Build and Run 4. Gaze-Based Control 5. Handy Interactables 6. World Space UI 7. Locomotion and Comfort 8. Playing with Physics and Fire 9. Exploring Interactive Spaces 10. Using All 360 Degrees 11. Animation and VR Storytelling 12. Social VR Metaverse 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Optimizing for Performance and Comfort

As we've mentioned throughout these chapters, the success of your VR app will be negatively impacted by any discomfort your users feel. It is a fact that VR can cause motion sickness.

The symptoms of motion sickness are nausea, sweating, headaches, even vomiting. It can take hours, perhaps an overnight sleep, to recover. In real life, humans are susceptible to motion sickness: riding a roller coaster, a bumpy airplane, a rocking boat. It's caused when one part of the balance-sensing system thinks your body is moving but other parts don't.

In VR, this could occur when the eyes see motion but your body doesn't sense it. We've considered ways you can design your VR apps to avoid this. With locomotion, always give the user control over their first person movement. Try to avoid riding-the-rails experiences and especially...

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