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Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D / Jonathan Linowes.

EBSCOhost Academic eBook Collection (North America) Available online

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Ebook Central College Complete Available online

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O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Linowes, Jonathan, author.
Contributor:
EbscoHost (Servicio en línea)
Series:
Community experience distilled.
Community experience distilled
Language:
English
Subjects (All):
Unity (Electronic resource).
Virtual reality.
Physical Description:
1 online resource (286 p.)
Edition:
1st edition
Other Title:
Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D
Place of Publication:
Birmingham : Packt Publishing, 2015.
System Details:
text file
Biography/History:
Linowes Jonathan: Jonathan Linowes is a VR/AR enthusiast, Unity, and full stack developer, entrepreneur, certified Unity instructor, and the owner of Parkerhill XR Studio, an immersive media, applications, and game developer. Jonathan has a bachelor of fine arts degree from Syracuse University, a master of science degree from the MIT Media Lab, and has held technical leadership positions at Autodesk and other companies. He has authored multiple books on VR and AR published by Packt Publishing.
Summary:
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 characters, riding on rails, 360 degree projections, and social VR A project-based guide that teaches you to use Unity to develop VR applications, which can be experienced with devices such as the Oculus Rift or Google Cardboard In Detail What is consumer "virtual reality"? Wearing a head-mounted display you view stereoscopic 3D scenes. You can look around by moving your head, and walk around using hand controls or motion sensors. You are engaged in a fully immersive experience. On the other hand, Unity is a powerful game development engine that provides a rich set of features such as visual lighting, materials, physics, audio, special effects, and animation for creating 2D and 3D games. Unity 5 has become the leading platform for building virtual reality games, applications and experiences for this new generation of consumer VR devices. Using a practical and project-based approach, this book will educate you about the specifics of virtual reality development in Unity. You will learn how to use Unity to develop VR applications which can be experienced with devices such as the Oculus Rift or Google Cardboard. We will then learn how to engage with virtual worlds from a third person and first person character point of view. Furthermore, you will explore the technical considerations especially important and possibly unique to VR. The projects in the book will demonstrate how to build a variety of VR experiences. You will be diving into the Unity 3D game engine via the interactive Unity Editor as well as C-Sharp programming. By the end of the book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. So, let's get to it! What You Will Learn Create 3D scenes with Unity and Blender while learning about world space and scale Build and run VR applications for consumer headsets including Oculus Rift and Google Cardboard Build interactive environments with physics, gravity, animations, and lighting using the Unity engine Experiment with various user interface (UI) techniques that you can use in your VR applications Implement the first-person and third-person experiences that use only head motion gestures for input Create a...
Contents:
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
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
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
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
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
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed January 6, 2016).
Other Format:
Print version: Linowes, Jonathan, Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D.
ISBN:
9781785286803
1785286803
OCLC:
922588929

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