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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.
- Format:
- Book
- Author/Creator:
- Linowes, Jonathan, author.
- 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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