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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

Summary

In our journey through this chapter, we experienced software development as an iterative process, changing, reworking, and improving our game multiple times. Some changes were big, while others were small. We built games that use the Unity Physics Engine and other features.

First, we explained in layman's terms the relationship between Rigidbody, Colliders, and Physic Materials, and explored how the physics engine uses these to determine the velocity and collision of objects in the scene. Then, we considered the life cycle of game objects and implemented an object pooler that helps avoid memory fragmentation and GC, which can lead to performance problems and VR discomfort.

Using what we learned, we implemented several variations of a ball game, first aiming for a target with your head, and then using hand paddles. We modified the game so that, instead of serving balls from above, using gravity, we shoot them from in front and apply a velocity vector...

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