Unity virtual reality development with VRTK4 a no-coding approach to developing immersive VR experiences, games, & apps
Get hands-on practical knowledge of concepts and techniques for VR development using Unity® and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences. Unity is a powerful game engine for developing VR experiences. With its built-in support for a...
Otros Autores: | |
---|---|
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Berkeley, California :
Apress L. P.
[2022]
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009657439106719 |
Tabla de Contenidos:
- Intro
- Table of Contents
- About the Author
- About the Technical Reviewer
- Acknowledgments
- Introduction
- Chapter 1: Introduction
- A No-Coding Approach to VR Development
- Two Ways to Approach the Material Covered in This Book
- Advantages of VRTK over Alternative Solutions
- Summary
- Chapter 2: A New Reality through Virtual Reality
- What Is Virtual Reality?
- Become a VR pioneer now, and create the future!
- What Can You Do with VR?
- Medical and Mental Health
- Automotive Engineering and Design
- Training and Education
- Architecture, Construction, and Real Estate
- Entertainment and Journalism
- Advertising and Retail
- Gaming in VR
- Immersion and Presence in VR
- Place Illusion
- Plausibility Illusion
- Embodiment Illusion
- VR Hardware and Technology
- Input Controllers
- 3DOF
- 6DOF
- Summary
- Chapter 3: Setting Up Your Project for VR Development
- VR Hardware Prerequisites
- Unity Prerequisites and Oddities
- Setting Up Your VR project
- Importing the Unity Package File
- Exploring the XR Plugin Management for Unity
- Importing the Oculus Integration SDK
- Choosing Player Settings within Unity
- Summary
- Chapter 4: Importing VRTK 4 Tilia Packages
- Importing Version 4 of VRTK
- Unity's Package Manager and VRTK 4 Tilia Packages
- Exploring the "Packages" Folder
- Summary
- Chapter 5: Setting Up VRTK's Camera Rigs
- Setting Up Individual Camera Rigs
- Setting Up the Unity XR Camera Rig
- Setting Up the Oculus Camera Rig
- Setting Up the Spatial Simulator
- Setting Up the Tracked Alias
- Configuring the VRTK's Tracked Alias
- Hooking Camera Rigs to the Tracked Alias
- Test using the Spatial Simulator
- Universal Camera Rig
- Configuring the Oculus OVR Camera Rig
- Testing Spatial Movement Using a VR Headset
- Summary
- Chapter 6: Setting Up Interactors and Virtual Hands.
- Interactors versus Interactables
- Setting up Interactors on Controllers
- Testing Out Your New Cuboid Avatar Interactors
- Setting Up Realistic Animated Virtual Hands
- Animated Hands for Camera Rigs Oculus Integration
- Playtesting Your Scene Using Your Oculus Headset
- Animated Hands for Unity XR and Spatial Simulator Camera Rigs
- Playtesting the Scene Using Your VR Headset
- Animating Custom Prototype Hands
- Capturing the Grip, Mouse, or Bumper Button Input
- Playtesting the Grab and Release Hand Animations
- Capturing Thumbstick and Keyboard Input
- Playtesting Teleporting Hand Animation
- Summary
- Chapter 7: Configuring Interactor Functionality and Setting Up Velocity Trackers
- Setting Up the Grab Action Property on Interactors to Enable Grabbing
- Setting Up an Interactable Object
- Exploring the Example Avatar Cuboid Object
- Testing Your Hand Proto Left and Hand Proto Right Game Objects
- The Grab Mechanism with Oculus-Provided Hands
- Setting Up the Example Avatar Object
- Setting Up Velocity Trackers
- Summary
- Chapter 8: Interactable Game Objects
- Picking Up Objects
- The Follow Tracking Property
- Picking Up an Interactable Object Using Precise Grab Points
- Custom Pickup Placements
- Adding Secondary Grab Actions to Interactable Objects
- Swapping Objects between Hands with a Secondary Grab Action
- Performing a Two-Handed Grab with a Secondary Grab Action
- Scaling an Interactable Object with a Secondary Grab Action
- Creating a Unity Layer for Interactable Objects
- Summary
- Chapter 9: Moving Around the Virtual World: Teleportation
- Teleport Locomotion
- Capturing Inputs to Trigger Teleportation
- Setting Up a Curved Teleport Pointer
- Setting up a Teleporter for Instant Teleportation
- Setting Up a Teleporter for Dash Teleportation
- Rotating Around Within the Virtual World.
- Playing Animation When the Left Thumbstick Is Flicked
- Rotating Using an Arrow Pointer
- Unity's NavMesh-Based Teleportation
- Teleporting Using Teleport Targets
- Summary
- Chapter 10: Seamless Locomotion
- Capturing Horizontal and Vertical Axis Input
- Strafing Movement
- Free Movement Smooth Rotation
- Free Movement Snap Rotation
- Free Movement Warp Snap Rotation
- Summary
- Chapter 11: Arm-Swinging Movement
- Move in Place Locomotion
- Capturing Thumbstick Touch Input
- Setting Up the Move in Place Locomotion
- Summary
- Chapter 12: Setting Up a Pseudo-Body
- Advantages of Having a Pseudo-Body
- Pseudo-Body Setup
- Implementing a Rollback Mechanic
- Fading the Headset View to Black on Collision
- Summary
- Chapter 13: Climbing in VR
- Climbing Mechanic Requirements
- Setting Up the Climbing Controller
- Making the Containers Climbable
- Making the Ladder Climbable
- Deactivating Untouched Events on Climbable Game Objects
- Summary
- Chapter 14: Movement Amplifier
- Movement Amplifier Setup
- Testing Amplified Movement
- Summary
- Chapter 15: Distance Grabbing
- Prerequisites for Distance Grabbing
- Setting Up the Distance Grabber
- Setting Up a Telekinesis Grab
- Setting Up a straight pointer to Grab Interactable Objects
- Changing the Straight Pointer's Grabbing Distance
- Activating and Deactivating the Distance Grabber
- Automatically Deactivating the Distance Grabber
- Summary
- Chapter 16: Snap Zones
- Importing the Tool Holder UI Package and Setting Up Two New Work Tools
- Making the Hammer and Axe Interactable
- Setting Up a Tool Holder Snap Zone
- Setting Up Tooltips for Your Tool Holder Snap Zones
- Setting Up Rules to Restrict the Entry of Interactable Objects into Snap Zones
- Setting Up Holsters That Move Around with the Player
- Summary.
- Chapter 17: Creating Spatial 3D User Interface Game Objects
- Setting Up a Straight Menu Pointer
- Setting Up Clickable Spatial 3D Buttons
- Setting Up a Spatial Button Group
- Changing the Appearance of Your Spatial Button
- Creating a Spatial Toggle Button
- Creating Spatial Option Buttons
- Interacting Directly with VRTK's Spatial Buttons
- Creating a Spatial Slider
- Hacking Your Straight Spatial Menu Pointer to Interact with Your Slider
- Summary
- Chapter 18: Using Unity's UI Controls with the VRTK
- Downloading and Importing Unity Package Files
- Setting Up the UI Elements 2D Skeletal Menu
- Setting Up a Straight 2D UI Menu Pointer
- Having the 2D UI Menu Pointer Interact with the 2D UI Menu System
- Summary
- Chapter 19: Angular Drives
- Setting Up a Steering Wheel
- Setting Up a Door
- Setting Up a Lever
- Angular Joint Drive and Logic Objects
- Summary
- Chapter 20: Linear Drives
- Setting Up a Drawer
- Setting Up a Push Button
- Summary
- Chapter 21: Tips, Tricks, and Recipes
- Adding Realistic Physical Hands
- Obtaining Haptic Feedback
- Highlighting Interactable Game Objects
- Summary
- Chapter 22: Minigame
- Importing the Base Unity Package
- Setting Up the VRTK Prefabs
- Enabling Obstacle Objects to Attach to the Ball
- Getting the Ball to Roll About Freely
- Spatial Tooltip to Display Countdown Timer
- Setting Up the Countdown Timer and Moment Processor
- Enhancing the Minigame
- Summary
- Index.