Unity virtual reality projects explore the world of virtual reality by building immersive and fun VR projects using Unity 3D
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...
Autor Corporativo: | |
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Otros Autores: | |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing
2015.
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Edición: | 1st edition |
Colección: | Community experience distilled.
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629734006719 |
Tabla de Contenidos:
- Cover
- Copyright
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 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
- Chapter 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
- Chapter 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
- Chapter 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
- Chapter 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
- Chapter 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