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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
Using All 360 Degrees

360-degree photos and videos are a different way of using Virtual Reality (VR) that is widely accessible to consumers today, both in terms of experiencing them as well as producing and publishing them. Viewing prerecorded images requires much less compute power than rendering full 3D scenes, and this works very well even on low-end mobile VR devices (such as Oculus Go) and mobile phone-based headsets such as Google Cardboard.

In this chapter, we will learn about using 360-degree media is Unity for VR projects. To begin, I will explain the difference between regular photos and spherical projections (equirectangular) and then demonstrate this in several cases, including crystal balls, globes, and inside-out magic orbs! Then, we'll create a new scene so that we can view 360-degree photos within VR and add a user interface to let the user switch between pictures. Likewise, we'll also learn how...

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