Book Image

Unity Virtual Reality Projects - Second Edition

By : Jonathan Linowes
Book Image

Unity Virtual Reality Projects - Second Edition

By: Jonathan Linowes

Overview of this book

Unity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices. Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine to develop VR applications. With its practical and project-based approach, this book will get you up to speed with the specifics of VR development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand-controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn about the Unity 3D game engine via the interactive Unity Editor, and you will also learn about C# programming. By the end of the book, you will be fully equipped to develop rich, interactive VR experiences using Unity.
Table of Contents (15 chapters)

Using the Unity Profiler and Stats

Optimizing can be a lot of work, and there is a learning curve to get the hang of it. The good news is that it can be accomplished incrementally. Tackle the more obvious, bigger bang-for-the-buck things first. You can accomplish a lot with little or no visual degradation after a bit of experimentation.

The Unity Editor includes two built-in tools to assess performance: the Stats window and the Profiler window.

The Stats window

The Stats window shows real-time rendering statistics when you press Play in the Unity Editor. Reviewing and understanding these statistics is your first line in evaluating and improving the performance of your app, and can help you decide which optimization strategies...