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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
Languages
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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

Managing art info data

We could end here, but suppose we want to track more data than just the images for each artwork, such as artist, title, description, and so on. First, we'll consider several software design patterns to manage the data, including separate lists, data structures, and scriptable objects. Later, we'll update our ArtworkRig to display the info with each framed artwork.

The first two scenarios are for explanation only. We will actually implement the ScriptableObjects one last.

Using lists

One approach could be to add more lists to the PopulateArtFrames script for each of the data fields. For example, if the script had the following:

 public Texture[] images;
public string[] titles;
public string...
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