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Enhancing Virtual Reality Experiences with Unity 2022

You're reading from  Enhancing Virtual Reality Experiences with Unity 2022

Product type Book
Published in Nov 2023
Publisher Packt
ISBN-13 9781804619537
Pages 566 pages
Edition 1st Edition
Languages
Author (1):
Steven Antonio Christian Steven Antonio Christian
Profile icon Steven Antonio Christian

Table of Contents (25) Chapters

Preface 1. Part 1: Philosophy and Basics of Understanding Virtual Reality
2. Chapter 1: Philosophy of Building Immersive Experiences 3. Part 2: Technical Skills for Building VR Experiences in Unity (Assets, GameObjects, Scripts, and Components)
4. Chapter 2: Building VR Scenes in Unity 5. Chapter 3: Working with Inputs and Interactions 6. Chapter 4: Using Game Objects, Materials, and Prefabs 7. Chapter 5: Implementing Animation – Physics and Colliders 8. Chapter 6: Lighting Your Worlds and Experiences 9. Chapter 7: Creating Immersion with Sound 10. Chapter 8: Working with C#, Unity Events, and Input Actions 11. Chapter 9: Unlocking the Power of Render Pipelines 12. Part 3: Projects: Putting Skills Together
13. Chapter 10: Design Thinking for Virtual Reality Experiences 14. Chapter 11: Adding Audio to a Virtual Reality World 15. Chapter 12: Building an Art Gallery 16. Chapter 13: Animating a Virtual Reality Experience 17. Chapter 14: Recording Virtual Reality Videos 18. Chapter 15: Enhancing Virtual Reality Rigs 19. Chapter 16: Triggering Actions in Virtual Reality 20. Chapter 17: Destroying Objects in Virtual Reality 21. Part 4: Final Touches
22. Chapter 18: Optimizing Your Virtual Reality Experiences 23. Index 24. Other Books You May Enjoy

Previsualizing a sequence

Previsualization is an important step in this animation production process because this is where we convert our animatic from a collection of 2D images into a rough draft rendered in 3D. This is what I like to call the gray-box phase of development because we get to visualize what is intended to be seen in 3D. This process can take a considerable amount of time because we are carving out all the movement, but once it’s done, applying unique animation clips becomes much easier and takes less time. To save ourselves the hassle, we can create primitives for our character GOs to use as placeholders. When we actually have our character models and animation clips, we can just place those in the locations as easily as we did when we converted our gray box to a kitbash scene.

To create placeholders for our animated characters, follow these steps:

  1. Create a GO and name it Main Character.
  2. Set the Y position to 1.
  3. Set the X position to -5.5 and...
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