Unity Virtual Reality Projects : Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018, 2nd Edition.
If you are interested in Virtual Reality, want to learn how it works, and want to create your own VR experiences, this book is for you. We walk you through a series of tutorials and in-depth discussions using the Unity game engine.
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing,
2018.
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Edición: | 2nd ed. |
Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover; Copyright and Credits; Dedication; Packt Upsell; Contributors; Table of Contents; Preface; Chapter 1: Virtually Everything for Everyone; What is virtual reality to you?; Types of head-mounted displays; Desktop VR; Mobile VR; The difference between virtual reality and augmented reality; Applications versus games; How virtual reality really works; Stereoscopic 3D viewing; Head tracking; Types of VR experiences; Technical skills that are important to VR; What this book covers; Who are you?; Summary; Chapter 2: Content, Objects, and Scale; Getting started with Unity.
- Creating a new Unity projectThe Unity editor; The default world space; Creating a simple diorama; Adding a cube; Adding a plane; Adding a sphere and some material; Changing the scene view; Adding a photo; Coloring the ground plane; Measurement tools; Keeping a unit cube handy; Using a Grid Projector; Measuring the Ethan character; Using third-party content; Creating 3D content with Blender; An introduction to Blender; A unit cube; UV Texture image; Importing into Unity; A few observations; Creating 3D content in VR; Exporting and importing Tilt Brush models.
- Publishing and importing using Google PolyEditing Unity in VR with EditorXR; Setting up EditorXR; Using EditorXR; Summary; Chapter 3: VR Build and Run; Unity VR Support and Toolkits; Unity's built-in VR support; Device-specific toolkits; Application toolkits; Web and JavaScript-based VR; 3D worlds; Enabling Virtual Reality for your platform; Setting your target platform; Setting your XR SDK; Installing your device toolkit; Creating the MeMyselfEye player prefab; Building for SteamVR; Building for Oculus Rift; Building for Windows Immersive MR; Setting up Windows 10 Developer mode.
- Installing UWP support in Visual StudioUWP build; Setting up for Android devices; Installing the Java Development Kit (JDK); Installing Android SDK; Via Command Line Tools; About your Android SDK root path location; Installing USB device debugging and connection; Configuring the Unity External Tools; Configuring Unity Player Settings for Android; Building for GearVR and Oculus Go; Building for Google VR; Google Daydream; Google Cardboard; Google VR Play Mode; Setting up for iOS devices; Have an Apple ID; Install Xcode; Configuring the Unity Player Settings for iOS ; Build And Run; Summary.
- Chapter 4: Gaze-Based ControlEthan, the walker; Artificially intelligent Ethan; The NavMesh bakery; A random walker in the town; The RandomPosition script; Zombie-ize"" Ethan!; Go where I'm looking; The LookMoveTo script; Adding a feedback cursor; Observing through obstacles; If looks could kill; The KillTarget script; Adding particle effects; Cleaning up; Short intro to Unity C# programming; Summary; Chapter 5: Handy Interactables; Setting up the scene; Creating a balloon; Making it a prefab; Basic button input; Using the Fire1 button; OpenVR trigger button; Daydream controller clicks.