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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

Managing art info data

We will consider several software design patterns to manage metadata associated with each photographic art piece, including in the first two sub-topics—separate lists and data structures—for your edification. Then, we'll actually use Scriptable Objects (explained next) as the preferred data management technique in our project.

Using lists

One approach to adding more data about each photo could be toadd more lists to thePopulateArtFramesscript, one for each of the data fields. For example, the script may contain the following code (no need to add this code yourself—this is only for teaching purposes):

 public Texture[] images;
public string[] titles;
public string[] artists;
public string[] descriptions;

In such a case, theInspectorwould show the following (I limited the list to four items for brevity):

When you have lists in the Unity Inspector, it's not unusual...
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