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Complete Virtual Reality and Augmented Reality Development with Unity电子书

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2人正在读 | 0人评论 6.2

作       者:Jesse Glover

出  版  社:Packt Publishing

出版时间:2019-04-17

字       数:58.1万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Get close and comfortable with Unity and build applications that run on HoloLens, Daydream, and Oculus Rift Key Features * Build fun augmented reality applications using ARKit, ARCore, and Vuforia * Explore virtual reality by developing more than 10 engaging projects * Learn how to integrate AR and VR concepts together in a single application Book Description Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You’ll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You’ll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you’ll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You’ll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking. You’ll learn the Unity 3D game engine via the interactive Unity Editor and C# programming. By the end of this Learning Path, you’ll be fully equipped to develop rich, interactive mixed reality experiences using Unity. This Learning Path includes content from the following Packt products: * Unity Virtual Reality Projects - Second Edition by Jonathan Linowes * Unity 2018 Augmented Reality Projects by Jesse Glover What you will learn * Create 3D scenes to learn about world space and scale * Move around your scenes using locomotion and teleportation * Create filters or overlays that work with facial recognition software * Interact with virtual objects using eye gaze, hand controllers, and user input events * Design and build a VR storytelling animation with a soundtrack and timelines * Create social VR experiences with Unity networking Who this book is for If you are a game developer familiar with 3D computer graphics and interested in building your own AR and VR games or applications, then this Learning Path is for you. Any prior experience in Unity and C# will be an advantage. In all, this course teaches you the tools and techniques to develop engaging mixed reality applications.
目录展开

About Packt

Why Subscribe?

Packt.com

Contributors

About the Authors

Packt Is Searching for Authors Like You

Preface

Who This Book Is For

What This Book Covers

To Get the Most out of This Book

Download the Example Code Files

Conventions Used

Get in Touch

Reviews

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

How virtual reality really works

Stereoscopic 3D viewing

Head tracking

Types of VR experiences

Technical skills that are important to VR

Summary

Content, Objects, and Scale

Getting started with Unity

Creating 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

Using third-party content

Creating 3D content with Blender

An introduction to Blender

A unit cube

UV Texture image

Importing into Unity

A few observations

Creating 3D content in VR

Exporting and importing Tilt Brush models

Publishing and importing using Google Poly

Editing Unity in VR with EditorXR

Setting up EditorXR

Using EditorXR

Summary

VR Build and Run

Unity VR Support and Toolkits

Unity's built-in VR support

Device-specific toolkits

Application toolkits

Web and JavaScript-based VR

3D worlds

Enabling Virtual Reality for your platform

Setting your target platform

Setting your XR SDK

Installing your device toolkit

Creating the MeMyselfEye player prefab

Building for SteamVR

Building for Oculus Rift

Building for Windows Immersive MR

Setting up Windows 10 Developer mode

Installing UWP support in Visual Studio

UWP build

Setting up for Android devices

Installing the Java Development Kit (JDK)

Installing Android SDK

Via Command Line Tools

About your Android SDK root path location

Installing USB device debugging and connection

Configuring the Unity External Tools

Configuring Unity Player Settings for Android

Building for GearVR and Oculus Go

Building for Google VR

Google Daydream

Google Cardboard

Google VR Play Mode

Setting up for iOS devices

Have an Apple ID

Install Xcode

Configuring the Unity Player Settings for iOS

Build And Run

Summary

Gaze-Based Control

Ethan, the walker

Artificially intelligent Ethan

The NavMesh bakery

A random walker in the town

The RandomPosition script

"Zombie-ize" Ethan!

Go where I'm looking

The LookMoveTo script

Adding a feedback cursor

Observing through obstacles

If looks could kill

The KillTarget script

Adding particle effects

Cleaning up

Short intro to Unity C# programming

Summary

Handy Interactables

Setting up the scene

Creating a balloon

Making it a prefab

Basic button input

Using the Fire1 button

OpenVR trigger button

Daydream controller clicks

Polling for clicks

Our own button interface functions

Creating and releasing balloons

Inflating a balloon while pressed

Using scriptable objects for input

Creating the scriptable object

Populating the input action object

Accessing the input action object

Simulation testing with scriptable objects

Using Unity events for input

Invoking our input action events

Subscribing to input events

Really using your hands

Parenting balloons to your hand

Popping balloons

Interactable items

Interactables using SteamVR Interaction System

Interactables using Daydream VR Elements

Summary

World Space UI

Studying VR design principles

A reusable default canvas

Visor HUD

The reticle cursor

The windshield HUD

The game element UI

Using TextMeshPro

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 starting to select

Pointing and clicking with VR components

Using Unity UI and SteamVR

Using Unity UI and Daydream

Building a wrist-based menu palette

Summary

Locomotion and Comfort

Understanding Unity characters

Unity components

The Camera component

The Rigidbody component

The Character Controller component

Unity Standard Assets

ThirdPersonController

AIThirdPersonController

First-person FPSController

RigidBodyFPSController

Using glide locomotion

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

Starting and stopping movement

Adding comfort mode locomotion

Other locomotion considerations

Techniques for teleportation

Looking to teleport

Teleporting between surfaces

Teleport spawn points

Other teleport considerations

Teleportation toolkits

Teleporting with SteamVR Interaction System

Teleporting with Daydream Elements

Resetting center and position

Supporting room scale teleportation

Managing VR motion sickness

Summary

Playing with Physics and Fire

Unity physics

Bouncy balls

Managing game objects

Destroying fallen objects

Setting a limited lifetime

Implementing an object pool

Headshot game

Paddle ball game

Deflector versus paddle

Shooter ball game

Juicing the scene

Great balls of fire

Skull environment

Audio synchronization

Summary

Animation and VR Storytelling

Composing our story

Gathering the assets

Creating the initial scene

Timelines and Audio tracks

Using a Timeline to activate objects

Recording an Animation Track

A growing tree

A growing bird

Using the Animation editor

A wafting nest

Animating other properties

Animating lights

Animating a scripted component property

Controlling particle systems

Using Animation clips

Shaking an egg

Using Animator Controllers

Definitions for Animation and Animator

ThirdPersonController Animator

Living Birds Animator

Learning to fly

Hacking the birds

Fly away!

Making the story interactive

Look to play

Resetting the initial scene setup

More interactivity ideas

Summary

What AR is and How to Get Set up

Available AR packages

Defining AR

An incomplete list of AR devices

Advantages and disadvantages of the different AR toolkits available

ARCore

ARKit

Vuforia

ARToolKit

Building our first AR applications

Setting up Vuforia

Setting up ARToolKit

Setting up ARCore

Setting up ARKit

Building Hello World in ARKit

Summary

GIS Fundamentals - The Power of Mapping

What is GIS?

The history of GIS

GIS techniques and technologies

Ways to capture GIS

Converting from raster to vector

Projections and coordinate systems

Spatial analysis with GIS

Data analysis with GIS

GIS modeling

Geometric networks

Hydrological modeling

Cartographic modeling

Map overlays

Statistics used with GIS

Geocoding

Reverse geocoding

Open Geospatial Consortium Standards

Web mapping

GIS and adding dimension of time

Semantics

The implications of GIS in society

GIS in the real world

GIS in education

GIS in local governments

GIS and augmented reality

Applications of GIS

Gaming and GIS

Summary

Censored - Various Sensor Data and Plugins

Project overview

Getting started

Sensors

Leveraging sensors with plugins

Writing unity plugins

C# language plugin

C++ language plugin

Swift language plugin

Objective-C language plugin

Java language plugin

Creating a sensor driver in Java

Summary

The Sound of Flowery Prose

Project overview

Getting started

Conceptualizing the project

Basic idea/concept

Choosing the right programming language

Choosing your release platform

Choosing your game engine, libraries, and frameworks

Developing the game design and application design document

Bonus – UML design

Prototyping

Setting up the Unity project

Code implementation details

Working with XCode

Summary

Picture Puzzle - The AR Experience

Project background

Project overview

Getting started

Installing Vuforia

Differences between macOS and Windows setups

Windows project setup

Building the Windows project

macOS project setup

Building the macOS Project

Working with Xcode

Summary

Fitness for Fun - Tourism and Random Walking

Background information on Mapbox

Project overview

Getting started

Setting up Mapbox

Important items to note

Setting up the project

Scripting the project

Finalizing the project

Summary

Snap it! Adding Filters to Pictures

Project overview

Getting started

What is OpenCV?

Creating the project with paid assets

Installing and building OpenCV

Downloading OpenCV

Downloading CMake

Configuring the CMake and OpenCV source files

OpenCV with Unity

OpenCV and Unity

Summary

To the HoloLens and Beyond

What is Mixed Reality, and how does it work?

Urban Hunt

Smart Urban Golf

XR applications in media

XR with HoloLens

Getting Mixed Reality ready

Project overview

Playing with Mixed Reality

Setting up the camera

Performance and quality control

Targeting the Windows 10 SDK

Do the robot

Building and deploying from Visual Studio

Summary

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