Book Image

Unity 2020 Virtual Reality Projects - Third Edition

By : Jonathan Linowes
Book Image

Unity 2020 Virtual Reality Projects - Third Edition

By: Jonathan Linowes

Overview of this book

This third edition of the Unity Virtual Reality (VR) development guide is updated to cover the latest features of Unity 2019.4 or later versions - the leading platform for building VR games, applications, and immersive experiences for contemporary VR devices. Enhanced with more focus on growing components, such as Universal Render Pipeline (URP), extended reality (XR) plugins, the XR Interaction Toolkit package, and the latest VR devices, this edition will help you to get up to date with the current state of VR. With its practical and project-based approach, this book covers the specifics of virtual reality development in Unity. You'll learn how to build VR apps that can be experienced with modern devices from Oculus, VIVE, and others. This virtual reality book presents lighting and rendering strategies to help you build cutting-edge graphics, and explains URP and rendering concepts that will enable you to achieve realism for your apps. You'll build real-world VR experiences using world space user interface canvases, locomotion and teleportation, 360-degree media, and timeline animation, as well as learn about important VR development concepts, best practices, and performance optimization and user experience strategies. By the end of this Unity book, you'll be fully equipped to use Unity to develop rich, interactive virtual reality experiences.
Table of Contents (15 chapters)

Optimizing your art

The one thing that you have the most control over in your project is the content of your scenes. And sometimes, it's these very same intentionally creative decisions that have the greatest negative impacts on performance. 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 thinking and experimentation, you can achieve (nearly) identical visual results with much better performance.

"Quality" is not only how it looks, but also how it feels. Optimizing for user experience, including high frame rates and low latency, is as fundamental a design decision as visual quality.

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...