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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

Having fun with photo globes

To begin exploring these concepts, let's have a little fun and apply ordinary (rectangular) images to 3D spheres. First, let's take a regular photo and apply it as a texture to a sphere, just to see what it does and how bad it looks. Then, we'll use a properly distorted equirectangular photosphere texture. You'll see why that's required to make a globe look correct, but you'll also need a compatible mesh geometry for the project to look right. Lastly, we'll invert the shader we're using to view the globes so that the image projects onto the inside of the sphere instead of the outside. Then, we'll play with it as a magic orb in VR.

Seeing crystal balls

"Auntie Em! Auntie Em!" cried Dorothy in the Wizard of Oz 1939 movie as she gazed into a crystal ball, seeking help from the Wicked Witch. Let's consider making a crystal ball using Unity, my little pretty!In Chapter 8, Lighting...

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