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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

Working with C#, Unity Events, and Input Actions

This chapter will explore the basics of C# and many of the XR-specific namespaces that are associated with VR SDKs and toolkits. Scripting for VR has a few quirks that make it different from scripting for games and apps. We will take a deep dive into all the features we can unlock with C# that can improve our VR development workflow.

This is probably the most important chapter of the book because it focuses on one of the core components of development, unlocking the potential of the Unity Editor to create the most immersive experiences possible. To be clear, this chapter is not meant to teach you how to code. The sole purpose of this chapter is to teach you how to navigate one of the most technical aspects of VR development, which is software development. You will learn how code can be used to enhance the capabilities of your VR scenes and how input actions and Unity Events can be used to complement that workflow.

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