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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

Viewing 360-degree photos

Yes sir, it's all the rage these days. It's better than panoramas. It's better than selfies. It may even be better than Snapchat! We're finally getting to the moment that you've been waiting for! It's 360-degree photos! We covered a lot of topics in this chapter, which will now make it fairly easy for us to talk about a 360-degree photo viewer. To build one, we'll just make a very big sphere with shader back faces rendered as they were previously. Start with a new empty scene:

  1. Create a new scene by navigating toFile|New Scene. Then, navigate toFile|Save As...and name itPhotoSphere.
  2. Add a stationary XR Camera Rig to the scene usingGameObject | XR | Stationary XR Rig.
  3. Set the XR Rig's Positionto (0,0,0).

Now, to view a 360-degree photo, we simply make a giant sphere with the image on its inside, as follows:

  1. Create an equirectangular sphere...
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