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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 art

The one thing that you have the most control over in your project is the content of your scenes. And sometimes, it's these very same intentionally creative decisions that have the greatest negative impacts on performance. Maybe you want hyper-realistic graphics with high-fidelity sound because its gotta be so awesome! Realizing you must dial that down may constitute a difficult design compromise. However, it's also likely that, with a little creative thinking and experimentation, you can achieve (nearly) identical visual results with much better performance.

"Quality" is not only how it looks, but also how it feels. Optimizing for user experience, including high frame rates and low latency, is as fundamental a design decision as visual quality.

In general, try to minimize the number of vertices and faces in your model's meshes. Avoid complex meshes. Remove faces that will never be seen, such as the ones inside of solid...

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