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 code

Another area prone to performance problems and ripe for optimization is your script code. Throughout this book, we have used various coding best practices, without necessarily explaining why. (On the other hand, some examples in this book are not necessarily efficient, in favor of simplicity and explanation.) In Chapter 8, Playing with Physics and Fire, for example, we implemented an object pool memory manager to avoid repeatedly instantiating and destroying game objects that causes memory garbage collection (GC) issues, which in turn slows down your app.

In general, try to avoid code that repeats a lot of computation over and over. Try to pre-compute as much work as you can and store the partial results in variables.

At some point, you may have to use a profiling tool to see how your code is performing under the hood. If the Profiler indicates that a large...