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Unity Virtual Reality Projects

Unity Virtual Reality Projects

By : Linowes
3.3 (4)
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Unity Virtual Reality Projects

Unity Virtual Reality Projects

3.3 (4)
By: 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)
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Optimizing for Performance and Comfort

As we've mentioned throughout these chapters, the success of your VR app will be negatively impacted by any discomfort your users feel. It is a fact that VR can cause motion sickness.

The symptoms of motion sickness are nausea, sweating, headaches, even vomiting. It can take hours, perhaps an overnight sleep, to recover. In real life, humans are susceptible to motion sickness: riding a roller coaster, a bumpy airplane, a rocking boat. It's caused when one part of the balance-sensing system thinks your body is moving but other parts don't.

In VR, this could occur when the eyes see motion but your body doesn't sense it. We've considered ways you can design your VR apps to avoid this. With locomotion, always give the user control over their first person movement. Try to avoid riding-the-rails experiences and especially...

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