1. Unity5.4 will integrate the VR SDK.
2. The technology of head-type coordinates makes HTC Vive work well.
3.5.4 has a list of interfaces to allow you to add devices at will.
4.5.4 Will reduce the energy consumption of many VR development, improve efficiency on the rendering engine and reduce GPU operation.
5.5.4 Enhance the rendering pipeline, the original is to render the left eye, and then render the right eye, is now a one-time rendering.
6. Some points to be aware of when developing VR:
(1) The frame rate should be within the range of (75,90), which may cause problems when it is below 75 frames.
(2) The degree of delay should be <20ms
(3) The human eye is viewed only in VR, so the UI in VR should be placed in the scene only in a 3-dimensional pattern.
(4) The UI cannot be placed in the original UI layer, otherwise it cannot be seen in the scene.
7. VR technology is difficult for people to experience, VR is now the main users are developers.
8. The HTC Vivie helmet will provide a set of additional USB ports for use by other appropriate devices.
1. VR development as long as the purpose: to do what human beings can not do.
2. Reality, domestic VR overboard, foreign VR no domestic so fire.
3. Unity official attitude towards VR: VR will show a curve development, will not be straight forward.
4. Unity official attitude towards AR: AR stage slowly began to develop.
Speech by Unity Technical Director
How to create beautiful architectural landscapes in VR.
1. The concept of good depth of field is needed, and some beautiful buildings, in real life, are almost always satisfying the golden ratio. Good depth of field will produce a good tunnel effect.
2. Gold Ratio (Golden segment)
3. When a person is approaching a 3D object, only one eye will observe the 3D object, and to create a real scene, there is an effective way to do this by taking a picture of a good 2D photo and observing the shading of the details above.
4. VR Anti-Vertigo solution:
(1) In VR scene do not control the camera by software, but by the viewer to control.
(2) Do not suddenly accelerate and decelerate in VR scene.
(3) Use GamePad to control.
Unity Mobile Project Optimization
1. Memory management: Make resources into different folders depending on the type.
2. Network Update:
Original: Generally, the use of WWW to load resources.
Optimization: Create a download using the HttpRequest multi-thread of C #, and then customize the memory-size breakpoints through a level three cache.
Benefit: Use this method to improve the performance of Network load 30%~50%
3. JSON Data optimization:
Hides the duplicated data bytes.
4. Rendering Performance Optimizations:
Merge meshes, Uvs, and maps together, using the opengl+c++ implementation.
5. Use the shader in a targeted way and do not use it at will.
6. Compatibility and adaptation:
When the user opens the project for the first time, it will automatically upload the model information and download the corresponding data from the server to best fit the user's mobile phone.
Haha, this time first wrote here, because this time things compared more, shader series of research on the first pause for a period of time, and so the project is busy to continue, hehe. Welcome everyone to contact me, my mailbox is [email protected], we can also come to this group to find me 344682050, together to exchange technology
2016 Unity Conference Content record