Chapter 8. Unity: tailoring your application for the Rift

This chapter covers

  • Building a UI for VR
  • Using Rift head tracking to interact with objects in a scene
  • Easing the user into VR
  • Improving performance and quality

Creating usable and immersive VR environments takes a lot more than simply getting your application running on the Rift. Being in a VR environment is different than using a traditional monitor, and those differences have some rather far-reaching implications for how you design your application’s UI and how you determine performance and quality criteria. They’ll even affect how you get the user into the application in the first place!

Looking at things from a Unity perspective

Many of the topics we’re covering ...

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