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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
[New York, NY] :
Apress,
[2022]
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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