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Unity 2020 Virtual Reality Projects

You're reading from   Unity 2020 Virtual Reality Projects Learn VR development by building immersive applications and games with Unity 2019.4 and later versions

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Length 592 pages
Edition 3rd 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 2. Understanding Unity, Content, and Scale FREE CHAPTER 3. Setting Up Your Project for VR 4. Using Gaze-Based Control 5. Interacting with Your Hands 6. Canvasing the World Space UI 7. Teleporting, Locomotion, and Comfort 8. Lighting, Rendering, Realism 9. Playing with Physics and Fire 10. Exploring Interactive Spaces 11. Using All 360 Degrees 12. Animation and VR Storytelling 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Making a reusable default canvas

A Unity canvas is a two-dimensional planar surface that is a container for UI graphics, such as menus, toolbars, and information panels. In conventional applications, canvases are commonly rendered in screen space that overlays the scene's gameplay graphics and has the ability to stretch and conform to a huge variety of screen sizes, aspect ratios, and orientations (landscape versus portrait). In contrast, in VR, we never use screen space because the VR "screen" has no edges and differs for the left and right eyes. Instead, in VR, we use a world space canvas that floats (albeit still on a two-dimensional surface) in the same three-dimensional space as all your other Scene objects.

Unity's UI canvas provides many options and parameters to accommodate the kinds of graphical layout flexibility that we have come to expect not only in games but also from websites and mobile apps. With this flexibility comes additional complexity...

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