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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...

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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)
Tabla de Contenidos:
  • 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
  • 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
  • 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
  • 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
  • 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