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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D

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Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Length 286 pages
Edition 1st 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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Toc

Table of Contents (13) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Objects and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-based Control 5. World Space UI 6. First-person Character 7. Physics and the Environment 8. Walk-throughs and Rendering 9. Using All 360 Degrees 10. Social VR Metaverse 11. What's Next?
Index

Optimizing for performance and comfort


Admittedly, this chapter has been mostly about level design and is not specifically about virtual reality. However, I didn't want to just give you a pre-built Unity package and say, "Hey, import this so that we can do a walk-through!"

It should be abundantly clear by now that developing for VR has many facets (pun intended). Once you have a "fancy schmancy" scene created with models, textures, and lighting and you provide a thrilling ride-through for your visitors, you'll inevitably need to start thinking about rendering performance, frames per second, latency, and motion sickness.

 

We developers rapidly become immune to all but the most obvious rendering errors, and as a result we are the worst people at testing our own code. It introduces a new and exciting variation of the coder's defense that "it works on my machine" – in this case, "it works for my brain".

 
 --Tom Forsyth, Oculus

There are some very good articles that are written by experts and which...

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