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 the rendering pipeline

There are a number of important performance considerations that are specific to how Unity does its rendering. Some of these may be common for any graphics engine. Recommendations will vary, depending on your target platform (for example, desktop VR versus mobile VR), your render pipeline (for example, Universal Render Pipeline versus High-Definition Render Pipeline), and Project Quality settings. There are many articles on the internet offering recommendations on which settings to use to optimize your VR apps, and it's not unusual for someone's advice to contradict that of someone else. Here are some good ones:

  • In GraphicsProject Settings, select the render pipeline (RP) settings object for the project. This may have been set up by default when you chose a Project Template from Unity Hub when the project was first created.
  • In your chosen RP settings object (for example, UniversalRP-HighQuality versus UniversalRP...