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...

Descripción completa

Detalles Bibliográficos
Otros Autores: Coutinho, Christopher, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Berkeley, California : Apress L. P. [2022]
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.