Details
Title | Unity virtual reality projects: learn virtual reality by developing more than 10 engaging projects with Unity 2018 |
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Creators | Linowes Jonathan |
Collection | Электронные книги зарубежных издательств ; Общая коллекция |
Subjects | Computer simulation. ; Virtual reality. ; SCIENCE / System Theory. ; TECHNOLOGY & ENGINEERING / Operations Research. ; EBSCO eBooks |
Document type | Other |
File type | |
Language | English |
Rights | Доступ по паролю из сети Интернет (чтение, печать, копирование) |
Record key | on1040599428 |
Record create date | 6/15/2018 |
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- Cover
- Copyright and Credits
- Dedication
- Packt Upsell
- Contributors
- 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
- How virtual reality really works
- Stereoscopic 3D viewing
- Head tracking
- Types of VR experiences
- Technical skills that are important to VR
- What this book covers
- Who are you?
- Summary
- Chapter 2: 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
- Getting started with Unity
- Chapter 3: 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
- Unity VR Support and Toolkits
- Chapter 4: 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
- Ethan, the walker
- Chapter 5: 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
- Setting up the scene
- Chapter 6: 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
- Chapter 7: 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
- Unity components
- 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
- Understanding Unity characters
- Chapter 8: 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
- Chapter 9: Exploring Interactive Spaces
- Level design with Blender
- Defining the walls
- Adding a ceiling
- Assembling the scene in Unity
- The gallery room level
- The artwork rig
- The exhibition plan
- Adding pictures to the gallery
- Managing art info data
- Using lists
- Using data structures
- Using scriptable objects
- Displaying the art info
- Creating the title plaque
- Interactive info details
- Adjusting for image aspect ratio
- Moving around the gallery
- Teleporting between pictures
- Teleporting with SteamVR Interaction System
- Teleporting with Daydream Elements
- Room-scale considerations
- Animating a ride-through
- Teleporting between pictures
- Summary
- Level design with Blender
- Chapter 10: Using All 360 Degrees
- 360-degree media
- Equirectangular projections
- VR is hacking your field of view
- 180-degree media
- Stereo 360-degree media
- Fun with photo globes
- Crystal balls
- Globes
- Rendering photospheres
- Writing a custom Inward shader
- Magic orbs
- Photospheres
- Playing 360-degree videos
- Using Unity skyboxes
- Six-sided or cubemap skyboxes
- Spherical panoramic skyboxes
- 360 video skyboxes
- 3D stereo skyboxes
- Capturing 360-degrees in Unity
- Capturing cubemaps and reflection probes
- Using a third-party package for 360 image capture
- Unity built-in stereo 360 image and video capture
- Summary
- 360-degree media
- Chapter 11: 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
- Composing our story
- Chapter 12: 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 sync Transform
- Running as a host
- Adding spawn positions
- Running two instances of the game
- Associating Avatar with the first-person character
- Adding a matchmaking lobby
- Syncing objects and properties
- Setting up the headshot ball game
- Spawning the ball over the network
- Synchronizing the ball transform
- State variable synchronization
- Advanced networking topics
- Options for voice chat
- Using Oculus platform and avatars
- Oculus platform entitlement check
- Adding a local avatar
- Adding remote avatars
- Building and sharing custom VRChat rooms
- Preparing and building the world
- Summary
- Multiplayer networking
- Chapter 13: Optimizing for Performance and Comfort
- Using the Unity Profiler and Stats
- The Stats window
- Overview of the Profiler
- Optimizing your art
- Setting up the scene
- Decimating models
- Transparent materials
- Levels of detail
- Optimizing your scene with static objects
- Setting up the scene
- Lighting and baking
- Occlusion culling
- Optimizing your code
- Understanding the Unity life cycle
- Writing efficient code
- Avoiding expensive API calls
- Optimizing the rendering
- Life's a batch
- Multipass pixel filling
- VR-optimized shaders
- Runtime performance and debugging
- Daydream
- Oculus
- Summary
- Using the Unity Profiler and Stats
- Other Books You May Enjoy
- Index