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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

To get the most out of this book

Before we get started, there are a few things that you'll need. Grab a snack, a bottle of water, or a cup of coffee. Besides that, you'll need a PC (Windows or Mac) with the current version of Unity installed (Unity 2019.4 LTS or later). Access to a VR HMD is strongly recommended in order to try out your builds and get first-hand experience of the projects developed in this book.

You don't need a super-powerful computer rig. While Unity can be a beast that can render complex scenes, the requirements for the projects in this book are not that demanding. If you are targeting an Android-based VR device (such as Oculus Go or Quest), you need just enough power to run Unity and build your project as if for any Android mobile device. If you are targeting desktop VR (such as HTC Vive, Valve Index, Oculus Rift, or Oculus Quest with a Quest Link cable), you simply need to meet the VR-ready requirements of the target device.

Chapter 3, Setting Up Your Project for VR, goes into detail of what you need for each device and platform, including SteamVR, Oculus Rift, Windows MR, Oculus Go and Quest, and Google Cardboard.

That should just about do it—a PC, the Unity software, a VR device, and the other tools described in Chapter 3, Setting Up Your Project for VR, and we're good to go! Oh, some projects will also be more complete if you download the associated assets from the Packt website, as follows.

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