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XR Development with Unity

You're reading from  XR Development with Unity

Product type Book
Published in Nov 2023
Publisher Packt
ISBN-13 9781805128120
Pages 284 pages
Edition 1st Edition
Languages
Authors (2):
Anna Braun Anna Braun
Profile icon Anna Braun
Raffael Rizzo Raffael Rizzo
Profile icon Raffael Rizzo
View More author details

Table of Contents (15) Chapters

Preface 1. Part 1 – Understanding the Basics of XR and Unity
2. Chapter 1: Introduction to XR and Unity 3. Chapter 2: The Unity Editor and Scene Creation 4. Part 2 – Interactive XR Applications with Custom Logic, Animations, Physics, Sound, and Visual Effects
5. Chapter 3: VR Development in Unity 6. Chapter 4: AR Development in Unity 7. Chapter 5: Building Interactive VR Experiences 8. Chapter 6: Building Interactive AR Experiences 9. Chapter 7: Adding Sound and Visual Effects 10. Part 3 – Advanced XR Techniques: Hand-Tracking, Gaze-Tracking, and Multiplayer Capabilities
11. Chapter 8: Building Advanced XR Techniques 12. Chapter 9: Best Practices and Future Trends in XR Development 13. Index 14. Other Books You May Enjoy

Conventions used

There are a number of text conventions used throughout this book.

Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: “Our final step is to override the Update() function.”

A block of code is set as follows:

private void Update()
{
float scaleValue = slider.value;
bus.transform.localScale = new Vector3(scaleValue, scaleValue, scaleValue);
}

Any command-line input or output is written as follows:

$ mkdir css
$ cd css

Bold: Indicates a new term, an important word, or words that you see on screen. For instance, words in menus or dialog boxes appear in bold. Here is an example: “Within Unity Hub, navigate to the Installs tab and hit the Add button, to add a new Unity Editor version.”

Tips or important notes

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