My Account Log in

1 option

Unity virtual reality development with VRTK4 : a no-coding approach to developing immersive VR experiences, games, & apps / Christopher Coutinho.

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

View online
Format:
Book
Author/Creator:
Coutinho, Christopher, author.
Language:
English
Subjects (All):
Video games--Programming.
Video games.
Three-dimensional display systems.
Unity (Electronic resource).
Physical Description:
1 online resource (410 pages)
Place of Publication:
Berkeley, California : Apress L. P., [2022]
Summary:
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 all major VR headsets, it's the perfect tool for developers to realize their vision in VR.
Contents:
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
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
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
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
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
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
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
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
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
Chapter 11: Arm-Swinging Movement
Move in Place Locomotion
Capturing Thumbstick Touch Input
Setting Up the Move in Place Locomotion
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
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
Chapter 14: Movement Amplifier
Movement Amplifier Setup
Testing Amplified Movement
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
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
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
Chapter 19: Angular Drives
Setting Up a Steering Wheel
Setting Up a Door
Setting Up a Lever
Angular Joint Drive and Logic Objects
Chapter 20: Linear Drives
Setting Up a Drawer
Setting Up a Push Button
Chapter 21: Tips, Tricks, and Recipes
Adding Realistic Physical Hands
Obtaining Haptic Feedback
Highlighting Interactable Game Objects
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
Index.
Notes:
Description based on print version record.
Includes index.
Other Format:
Print version: Coutinho, Christopher Unity® Virtual Reality Development with VRTK4
ISBN:
9781484279335
1484279336
OCLC:
1308797453

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account