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作       者:Thomas Uphill

出  版  社:Packt Publishing

出版时间:2015-08-31

字       数:145.9万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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If you are a beginner to intermediate Puppet engineer looking for guidance to help fix problems with your Puppet deployments, this book is for you.
目录展开

Unity Virtual Reality Projects

Table of Contents

Unity Virtual Reality Projects

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why subscribe?

Free access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

Image credit

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

What this book covers

Who are you?

Types of VR experiences

Technical skills that are important to VR

Summary

2. Objects and Scale

Getting started with Unity

Starting a new Unity project

The 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

Importing from the Blender experiment

An introduction to Blender

A unit cube

A UV Texture image

Importing into Unity

A few observations

Summary

3. VR Build and Run

VR device integration software

Unity's built-in VR support

The device-specific SDK

The OSVR project

WebVR

3D worlds

Creating the MeMyselfEye prefab

Build for the Oculus Rift

Build for Google Cardboard

The Android setup

The iOS setup

Installing the Cardboard Unity package

Adding the camera

The build settings

The Play Mode

Building and running in Android

Building and running in iOS

The device-independent clicker

How virtual reality really works

Stereoscopic 3D viewing

Head tracking

Summary

4. Gaze-based Control

Ethan, the walker

Artificially intelligent Ethan

The Navmesh bakery

A random walker in the town

Interlude – a quick introduction to Unity programming

The RandomPosition script

"Zombie-ize" Ethan!

Go where I'm looking

The LookMoveTo script

Adding a feedback cursor

Observations

If looks could kill

The KillTarget script

Adding particle effects

Cleaning up

Summary

5. World Space UI

A reusable default canvas

The visor HUD

The reticle cursor

The windshield HUD

The game element UI

The info bubble

An in-game dashboard with input events

Creating a dashboard with buttons

Linking the water hose to the buttons

Activating buttons from the script

Look to highlight a button

Looking and then clicking to select

Looking and staring to select

A responsive object UI with head gestures

Using the head position

Using head gestures

Summary

6. First-person Character

Understanding the Unity characters

Unity components

The Camera component

The Rigidbody component

The Character Controller component

Unity Standard Assets

ThirdPersonController

AIThirdPersonController

FirstPersonController

RigidBodyFPSController

Making a first person

Move in the direction you're looking

Keep your feet on the ground

Don't pass through solid objects

Don't fall off the edge of the world

Stepping over small objects and handling uneven terrain

Start and stop moving

Using head gestures to start/stop

User calibrations

A character's height

Real-life height of a player

Recentering

Maintaining a sense of self

Head-body disconnect

Head and body...

...And feet

The body avatar

Virtual David le nose

Audio cues

Locomotion, teleportation, and sensors

Managing VR motion sickness

Summary

7. Physics and the Environment

Unity physics

Bouncy balls

Headshots

Trampoline and brick

A human trampoline

Like a brick

Like a character

Interlude – environment and things

Wispy Sky

The planet Earth

The corporate logo

Blender

Unity

An elevator

Jumping

Summary

8. Walk-throughs and Rendering

Building in Blender

Walls

Ceiling

Assemble the scene in Unity

The gallery room

The artwork rig

The exhibition plan

Adding photos to the gallery

An animated walk-through

Unity's animation system

Scripted animation

Optimizing for performance and comfort

Optimizing your implementation and content

Simplify your models

Using texture maps instead of complex meshes

Limiting the objects to be drawn

Lighting and shadow performance

Optimizing your scripts

Optimizing for the Unity rendering pipeline

Life's a batch

Multipass pixel filling

Other rendering tips

Optimizing for the target hardware and drivers

Unity Profiler

Summary

9. Using All 360 Degrees

360-degree media

Crystal balls

Magic orbs

Panoramas

Infographics

Equirectangular projections

Globes

Photospheres

Field of view – FOV

Capturing a 360-degree media

Summary

10. Social VR Metaverse

Multiplayer networking

Networking services

The network architecture

Local versus server

The Unity networking system

Setting up a simple scene

Creating a scene environment

Creating an avatar head

Adding multiplayer networking

Network Manager and HUD

Network Identity and Transform

Running as a host

Adding spawn positions

Running two instances of the game

Associating avatar with the first-person character

Adding multiplayer virtual reality

The Oculus Rift players

The Google Cardboard players

Next steps

Building and sharing a custom VRChat room

Preparing and building the world

Host the world

Summary

11. What's Next?

Index

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