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HoloLens Beginner’s Guide电子书

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17人正在读 | 0人评论 6.2

作       者:Jason Odom

出  版  社:Packt Publishing

出版时间:2017-04-28

字       数:24.1万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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"Key Features?Start developing immersive and interactive apps for Microsoft HoloLens ?Explore the Windows Universal Development platform for HoloLens development ?Leverage the full set of HoloLens sensors to create mesmerizing apps"
目录展开

Title Page

Copyright

Credits

About the Author

About the Reviewer

www.PacktPub.com

Customer Feedback

Dedication

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

Welcome to the New World

What exactly is the HoloLens?

What you need to develop for the HoloLens

Unity

Visual Studio community

HoloToolkit - Unity

HoloLens emulator

Visual Studio tools for Unity

Other useful tools

Installing the software

Installing Visual Studio

Unity HoloLens technical preview

Visual Studio 2015 tools for Unity

HoloLens emulator

HoloToolkit-Unity

Unity3d quick overview

The main view

Summary

HoloWorld

Hello World!, as its customary

The layout of a HoloLens project

Unity directory structure

Saving the scene

Objects and components

Objects

Components

First project

Our cubism period

Adding a little color

Material plane

Creating the text

Physics simulations

Building the project in Unity

Build settings

Player settings

Compiling our project

Setting Up Visual Studio

Using the HoloLens emulator

Compilation time

Summary

I am in Control

Prefabs

Let's save the HelloWorld

Parent/Child relationship

Creating prefabs

Installing the HoloToolkit

User Input overview

InputManager prefab

New Camera prefab updated HoloToolkit

Cursor

Gaze

Gesture

Voice

Animation

A quick history

Humble beginnings

Time to move!

It's easier than it seems

Mecanim

The Mecanim window

Make them interactive

Here is the Game Plan

Our first script

Materials, textures, and shaders

Materials

Search For It

Adding the details

Changing the color

OnFocusEvent component

Speech Input Source

Time to build and test

Summary

User-Friendly Interface

Reloading

Unity C# scripting

What is C#?

A quick example

Where to begin

The breakdown of a Unity C# class

Variables

Access modifiers

Class methods

Understanding scope

A lot to take in

User interface design

General user interface best practices

Something new

Microsoft HoloLens best practices

The Unity camera and HoloLens

Unity UI

Overview

Interactivity

HoloLens UI

A visible canvas

Now it's time to build again

Any object can be an interface object

Summary

Now That Is How It Should Sound

Audio overview

Here is what it is all about

Unity audio components

Audio Listener

Audio Source

Spatial sound and HoloLens

Spatial sound

Setting up Audio Sources

Building a soundscape

Finding sounds

Importing our sounds into Unity

Audio Source options

Using our sounds

Let's listen to our work

Summary

Not So Blank Spaces

Spatial Mapping

Let's get into this

Importing the essentials

Spatial Mapping in practice

Spatial Mapping Observer

Spatial Mapping Manager

Object Surface Observer

Our new Skeeball machine

Application management

Design patterns

There can be only one

Creating our application manager

The ApplicationManager code

Attaching our application manager and wiring it up

So let it be written... so let it be done...

The home stretch

Code matters

Let us enjoy our hard work

Summary

The Tools of the Trade

Persistence

Why are persistent holograms necessary?

Coordinate systems

World Anchors

World Anchor system

Some quick upkeep

World Anchor code

ApplicationManager changes

A few more quick changes

Seeking help

The in-game debug window

The prefab

Let's wire this sucker up

In-game menu

Creating the menu items

Setting up to code

Time to code

Summary

Share What You Have Got

Networking

What is a network?

Making the Skeeball game a shared experience

Quick setup

A very simple first step

Too much information

Spawning our Skeeball machine

It's not really backtracking if it was the plan

Application manager

Enums

Updating the Update() method

Filling in the blanks

The payoff

Summary

Putting It All Together

Our main Prefab

The organization system

The reorganization

Importing the RampColliders

When bounding boxes collide

Who wants to score?

Think globally act locally

Finishing the Prefab

Ball Spawn Point

SkeeSpawner

Speed indicator

GameBall Prefab

Tags and Layers

ThrowBall.cs

Finishing touches

Updating Placeskee ballMachine

ApplicationManager

Action makes sound

Some quick house cleaning

Replacing the main Prefab

Summary

Fixing Problems

The Application Manager

Seeing it all at once

What does our Application Manager do?

Debugging

Bring the black flag

Inspector

Unity Property Attributes

Unity Inspector Debug Mode

Debug.Log/Console window

Visual Studio Debugger

Profiling and fixing performance

HoloLens Developers Portal

HoloToolkit FPS prefab

Unity Profiler

Visual Studio performance profiler

Unity Frame Debugger

Visual Studio Graphics Debugger

Simplygon

Summary

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