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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

Adding portals for navigation

As we saw in the Creating portals with colliders and events section in Chapter 8, where we created our portals to move between different scenes and areas of our map, they are very powerful tools for navigation. If you want to go to the other side of an area or to a completely different location, such as walking into a building or walking out of a building, you can do that by walking into a portal and being placed exactly where you need to be.

We will use the portals we created in the Creating portals with colliders and events section in Chapter 8 and expand on them so that they can be used within our VR world, allowing us to bounce from one aspect of the VR experience to another. We will start by adding a portal to go to our art gallery. After we finish the art gallery, we will move on to the VR theater and then to the demo room scene that we worked on in the first half of this book. Essentially, we will put all of the scenes we’ve worked on...

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