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Build Your Own Metaverse with Unity

You're reading from  Build Your Own Metaverse with Unity

Product type Book
Published in Sep 2023
Publisher Packt
ISBN-13 9781837631735
Pages 586 pages
Edition 1st Edition
Languages
Concepts
Author (1):
David Cantón Nadales David Cantón Nadales
Profile icon David Cantón Nadales

Table of Contents (20) Chapters

Preface 1. Part 1: Getting Started
2. Chapter 1: Getting Started with Unity and Firebase 3. Chapter 2: Preparing Our Player 4. Chapter 3: Preparing Our Home Sweet Home: Part 1 5. Chapter 4: Preparing Our Home Sweet Home: Part 2 6. Chapter 5: Preparing a New World for Travel 7. Part 2: And Now, Make It Metaverse!
8. Chapter 6: Adding a Registration and Login Form for Our Users 9. Chapter 7: Building an NPC That Allows Us to Travel 10. Chapter 8: Acquiring a House 11. Chapter 9: Turning Our World into a Multiplayer Room 12. Chapter 10: Adding Text and a Voice Chat to the Room 13. Part 3: Adding Fun Features Before Compiling
14. Chapter 11: Creating an NPC That Allows Us to Change Our Appearance 15. Chapter 12: Streaming Video Like a Cinema 16. Chapter 13: Adding Compatibility for the Meta Quest 2 17. Chapter 14: Distributing 18. Index 19. Other Books You May Enjoy

Adding objects dynamically

It is time to get into programming. In this section, we will create C# scripts that will allow us to connect to the database and create or update records. The intention of these scripts is to make our scene dynamic. How can it benefit us to have a scene with dynamic access to a database?

Consider that, in the future, when your Metaverse is in production, with hundreds of users, you may want to implement a system that allows your users to improve their houses. To achieve this, the scripts we are going to create in the next pages will follow this flow:

  1. They will connect to the database and query the building we want instances of in the scene.
  2. If our user improves their building, we will update the property where the Prefab is stored, for the new building type.
  3. In this way, we can dynamically load one Prefab or another in the scene depending on the modifiable value that is outside the project in Firebase.

Impressive, isn’t it...

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