Cargando…

Unity (R) virtual reality development with VRTK4 : a no-coding approach to developing immersive vr experiences, games, & apps /

Get hands-on practical knowledge of concepts and techniques for VR development using Unity® and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences. Unity is a powerful game engine for developing VR experiences. With its built-in support for a...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Coutinho, Christopher (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: [New York, NY] : Apress, [2022]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

LEADER 00000cam a2200000Ii 4500
001 OR_on1308797453
003 OCoLC
005 20231017213018.0
006 m o d
007 cr cnu---unuuu
008 220402s2022 nyu o 000 0 eng d
040 |a YDX  |b eng  |e rda  |e pn  |c YDX  |d ORMDA  |d OCLCO  |d EBLCP  |d GW5XE  |d GZM  |d YDX  |d OCLCF  |d N$T  |d OCLCQ  |d OCL  |d VT2  |d K6U  |d UKAHL  |d DCT  |d VLB  |d OCLCO 
019 |a 1309015407  |a 1309033495  |a 1322246147  |a 1324253496 
020 |a 1484279336  |q electronic book 
020 |a 9781484279335  |q (electronic bk.) 
020 |z 9781484279328 
020 |z 1484279328 
024 7 |a 10.1007/978-1-4842-7933-5  |2 doi 
029 1 |a AU@  |b 000071436443 
035 |a (OCoLC)1308797453  |z (OCoLC)1309015407  |z (OCoLC)1309033495  |z (OCoLC)1322246147  |z (OCoLC)1324253496 
037 |a 9781484279335  |b O'Reilly Media 
050 4 |a QA76.76.C672  |b C68 2022 
072 7 |a COM012040  |2 bisacsh 
082 0 4 |a 794.8/1526  |2 23 
049 |a UAMI 
100 1 |a Coutinho, Christopher,  |e author. 
245 1 0 |a Unity (R) virtual reality development with VRTK4 :  |b a no-coding approach to developing immersive vr experiences, games, & apps /  |c Christopher Coutinho. 
264 1 |a [New York, NY] :  |b Apress,  |c [2022] 
300 |a 1 online resource 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
520 |a Get hands-on practical knowledge of concepts and techniques for VR development using Unity® and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences. Unity is a powerful game engine for developing VR experiences. With its built-in support for all major VR headsets, it's the perfect tool for developers to realize their vision in VR. VRTK is a battle-tested VR solution for Unity; VRTK 4, in conjunction with Unity, has changed the dynamics of VR development. This book focuses on creating deep understanding of how advanced VR mechanics and techniques are built and utilized as a part of a VR framework. You will start off by setting up your devices for VR development and learn about the advantages of using VRTK 4 over alternate SDKs. You will learn to setup your very own custom VRTK Rig, find out how to setup various advanced VR mechanics and locomotion techniques, how to create several spatial UI objects, and how to setup Unity 2D UI controls. You will also cover advanced topics such as using angular and linear drives, setting up a VR Simulator to work with a XBox Controller, and realistic physics VR hands. By the end of this book, you will know how to create advanced VR mechanics that can be used within any VR experience, game, or App and deployed across several platforms and hardware. What You Will Learn Understand how to develop Immersive VR experiences Create a VR simulator to test your project Generate advanced Spatial UI that you can interact with physically using your hands Who This Book Is For? Unity game developers conversant with Unity's Editor. Basic knowledge of how Unity Prefabs function, how events work in general, and programming logic would be beneficial. 
505 0 |a Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Introduction -- A No-Coding Approach to VR Development -- Two Ways to Approach the Material Covered in This Book -- Advantages of VRTK over Alternative Solutions -- Summary -- Chapter 2: A New Reality through Virtual Reality -- What Is Virtual Reality? -- Become a VR pioneer now, and create the future! -- What Can You Do with VR? -- Medical and Mental Health -- Automotive Engineering and Design -- Training and Education -- Architecture, Construction, and Real Estate 
505 8 |a Entertainment and Journalism -- Advertising and Retail -- Gaming in VR -- Immersion and Presence in VR -- Place Illusion -- Plausibility Illusion -- Embodiment Illusion -- VR Hardware and Technology -- Input Controllers -- 3DOF -- 6DOF -- Summary -- Chapter 3: Setting Up Your Project for VR Development -- VR Hardware Prerequisites -- Unity Prerequisites and Oddities -- Setting Up Your VR project -- Importing the Unity Package File -- Exploring the XR Plugin Management for Unity -- Importing the Oculus Integration SDK -- Choosing Player Settings within Unity -- Summary 
505 8 |a Chapter 4: Importing VRTK 4 Tilia Packages -- Importing Version 4 of VRTK -- Unity's Package Manager and VRTK 4 Tilia Packages -- Exploring the "Packages" Folder -- Summary -- Chapter 5: Setting Up VRTK's Camera Rigs -- Setting Up Individual Camera Rigs -- Setting Up the Unity XR Camera Rig -- Setting Up the Oculus Camera Rig -- Setting Up the Spatial Simulator -- Setting Up the Tracked Alias -- Configuring the VRTK's Tracked Alias -- Hooking Camera Rigs to the Tracked Alias -- Test using the Spatial Simulator -- Universal Camera Rig -- Configuring the Oculus OVR Camera Rig 
505 8 |a Testing Spatial Movement Using a VR Headset -- Summary -- Chapter 6: Setting Up Interactors and Virtual Hands -- Interactors versus Interactables -- Setting up Interactors on Controllers -- Testing Out Your New Cuboid Avatar Interactors -- Setting Up Realistic Animated Virtual Hands -- Animated Hands for Camera Rigs Oculus Integration -- Playtesting Your Scene Using Your Oculus Headset -- Animated Hands for Unity XR and Spatial Simulator Camera Rigs -- Playtesting the Scene Using Your VR Headset -- Animating Custom Prototype Hands -- Capturing the Grip, Mouse, or Bumper Button Input 
505 8 |a Playtesting the Grab and Release Hand Animations -- Capturing Thumbstick and Keyboard Input -- Playtesting Teleporting Hand Animation -- Summary -- Chapter 7: Configuring Interactor Functionality and Setting Up Velocity Trackers -- Setting Up the Grab Action Property on Interactors to Enable Grabbing -- Setting Up an Interactable Object -- Exploring the Example Avatar Cuboid Object -- Testing Your Hand Proto Left and Hand Proto Right Game Objects -- The Grab Mechanism with Oculus-Provided Hands -- Setting Up the Example Avatar Object -- Setting Up Velocity Trackers -- Summary 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
630 0 0 |a Unity (Electronic resource) 
630 0 7 |a Unity (Electronic resource)  |2 fast 
650 0 |a Video games  |x Programming. 
650 0 |a Three-dimensional display systems. 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Affichage tridimensionnel. 
650 7 |a three-dimensional.  |2 aat 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a Three-dimensional display systems  |2 fast 
776 0 8 |i Print version:  |z 1484279328  |z 9781484279328  |w (OCoLC)1286147174 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781484279335/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
938 |a ProQuest Ebook Central  |b EBLB  |n EBL6943633 
938 |a YBP Library Services  |b YANK  |n 302818609 
938 |a EBSCOhost  |b EBSC  |n 3219112 
938 |a Askews and Holts Library Services  |b ASKH  |n AH40341452 
994 |a 92  |b IZTAP