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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 scene with static objects

Another way of optimizing your scene is to let Unity pre-compute a lot of the processing work in advance rather than at runtime. You can do this by informing Unity that specific objects will not change or move in the scene. This is accomplished by defining these game objects as static and then baking them into specific Unity system contexts, including lighting, occlusion, batching, navigation, and reflection probes. In the top-right of the Inspector window for each game object is a Static checkbox that can be used to set the object to Static for all Unity systems that can use it. Alternatively, you can choose the down arrow to select the static setting for individual systems, as shown in the following screenshot:

Ordinarily, if you're going to make an object Static, go ahead and check Everything, unless you know you need to refine it. The specific Static flags are as follows:

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