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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

Optimizing your code

Another area prone to performance problems and ripe for optimization is your C# script code. Throughout this book, we have used various coding best practices, without always explaining why. (On the other hand, some examples in this book are not necessarily efficient, in favor of simplicity and explanation). InChapter 9,Playing with Physics and Fire, for example, we implemented an object pool memory manager to avoid repeatedly instantiating and destroying game objects that cause memorygarbage collection(GC) issues, which, in turn, slows down your app.

In general, try to avoid code that repeats a lot of computation over and over. Try to pre-compute as much work as you can and store the partial results in variables. At some point, you may have to use a profiling tool to see how your code is performing under the hood. If the Profiler indicates that a large amount of time is spent in the scripts that you've written, you should consider another way...

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