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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018

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Product type Paperback
Published in May 2018
Publisher Packt
ISBN-13 9781788478809
Length 492 pages
Edition 2nd 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 FREE CHAPTER 2. Content, Objects, and Scale 3. VR Build and Run 4. Gaze-Based Control 5. Handy Interactables 6. World Space UI 7. Locomotion and Comfort 8. Playing with Physics and Fire 9. Exploring Interactive Spaces 10. Using All 360 Degrees 11. Animation and VR Storytelling 12. Social VR Metaverse 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Optimizing your art

Some decisions that impact performance the most are your intentionally creative ones. 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 outside-the-box thinking and experimentation, you can achieve (nearly) identical visual results with much better performance. The one thing that you have most control over in your project is the content of your scenes.

Quality is not only how it looks, but also how it feels. Optimizing for user experience is as fundamental a design decision as any.

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 objects. Clean...

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