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Unity Virtual Reality Projects电子书

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17人正在读 | 0人评论 9.8

作       者:Jonathan Linowes

出  版  社:Packt Publishing

出版时间:2015-09-01

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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Explore the world of Virtual Reality by building immersive and fun VR projects using Unity 3D About This Book Learn the basic principles of virtual reality applications and get to know how they differ from games and desktop apps Build various types of VR experiences, including diorama, first-person characters, riding on rails, 360 degree projections, and social VR A project-based guide that teaches you to use Unity to develop VR applications, which can be experienced with devices such as the Oculus Rift or Google Cardboard Who This Book Is For If you’re a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications then this book is for you. Any experience in Unity is an advantage. What You Will Learn Create 3D scenes with Unity and Blender while learning about world space and scale Build and run VR applications for consumer headsets including Oculus Rift and Google Cardboard Build interactive environments with physics, gravity, animations, and lighting using the Unity engine Experiment with various user interface (UI) techniques that you can use in your VR applications Implement the first-person and third-person experiences that use only head motion gestures for input Create animated walkthroughs, use 360-degree media, and build multi-user social VR experiences Learn about the technology and psychology of VR including rendering, performance and VR motion sickness Gain introductory and advanced experience in Unity programming with the C# language In Detail What is consumer “virtual reality”Wearing a head-mounted display you view stereoscopic 3D scenes. You can look around by moving your head, and walk around using hand controls or motion sensors. You are engaged in a fully immersive experience. On the other hand, Unity is a powerful game development engine that provides a rich set of features such as visual lighting, materials, physics, audio, special effects, and animation for creating 2D and 3D games. Unity 5 has become the leading platform for building virtual reality games, applications and experiences for this new generation of consumer VR devices. Using a practical and project-based approach, this book will educate you about the specifics of virtual reality development in Unity. You will learn how to use Unity to develop VR applications which can be experienced with devices such as the Oculus Rift or Google Cardboard. We will then learn how to engage with virtual worlds from a third person and first person character point of view. Furthermore, you will explore the technical considerations especially important and possibly unique to VR. The projects in the book will demonstrate how to build a variety of VR experiences. You will be diving into the Unity 3D game engine via the interactive Unity Editor as well as C-Sharp programming. By the end of the book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. So, let's get to it! Style and approach This book takes a practical, project-based approach to teach specifics of virtual reality development in Unity. Using a reader-friendly approach, this book will not only provide detailed step-by-step instructions but also discuss the broader context and applications covered within.
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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