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Unity 2020 Virtual Reality Projects - Third Edition

You're reading from  Unity 2020 Virtual Reality Projects - Third Edition

Product type Book
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Pages 592 pages
Edition 3rd Edition
Languages
Author (1):
Jonathan Linowes Jonathan Linowes
Profile icon Jonathan Linowes

Table of Contents (15) Chapters

Preface 1. Virtually Everything for Everyone 2. Understanding Unity, Content, and Scale 3. Setting Up Your Project for VR 4. Using Gaze-Based Control 5. Interacting with Your Hands 6. Canvasing the World Space UI 7. Teleporting, Locomotion, and Comfort 8. Lighting, Rendering, Realism 9. Playing with Physics and Fire 10. Exploring Interactive Spaces 11. Using All 360 Degrees 12. Animation and VR Storytelling 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Making a reusable default canvas

A Unity canvas is a two-dimensional planar surface that is a container for UI graphics, such as menus, toolbars, and information panels. In conventional applications, canvases are commonly rendered in screen space that overlays the scene's gameplay graphics and has the ability to stretch and conform to a huge variety of screen sizes, aspect ratios, and orientations (landscape versus portrait). In contrast, in VR, we never use screen space because the VR "screen" has no edges and differs for the left and right eyes. Instead, in VR, we use a world space canvas that floats (albeit still on a two-dimensional surface) in the same three-dimensional space as all your other Scene objects.

Unity's UI canvas provides many options and parameters to accommodate the kinds of graphical layout flexibility that we have come to expect not only in games but also from websites and mobile apps. With this flexibility comes additional complexity...

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