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)

Summary

Latency and low frames-per-second rates are not acceptable and can cause motion sickness in VR. We are bound by the capabilities and limitations of the hardware devices we run on and their SDKs. In this chapter, we dove into some of the more technical aspects of making great VR, considering four separate areas that affect performance: the artwork, the scene, the code, and the rendering pipeline.

We started the chapter by introducing the built-in Unity Profiler and Stats windows, our primary weapons in this battle. To illustrate the impacts of designing models and materials, we built a scene with 1000 high-poly Sunglasses with transparent lenses, examined the performance stats, and then tried several ways to improve the frame rate: decimating the models (making them low poly), removing transparency in the materials, and managing level of detail (LOD) in the scene. Then...