November 2019
Intermediate to advanced
404 pages
12h 9m
English
Backface culling (removing faces from objects that will never be visible) can be tricky for VR and AR projects since the player's viewing angle could potentially come from any direction for objects near the camera. Assets near the camera should be a fully closed shape if we want to avoid immersion-breaking viewpoints. We should also think carefully about applying backface culling for distant objects, particularly if the user travels by teleportation since it can be tricky to restrict a user's location completely. Ensure that you test your game world's bounding volumes to ensure that the user cannot escape.
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