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)

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...