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Complete virtual reality and augmented reality development with unity : leverage the power of unity and become a pro at creating mixed reality applications / Jesse Glover and Jonathan Linowes.
EBSCOhost Academic eBook Collection (North America) Available online
EBSCOhost Academic eBook Collection (North America)EBSCOhost eBook Community College Collection Available online
EBSCOhost eBook Community College Collection- Format:
- Author/Creator:
- Language:
- English
- Subjects (All):
- Physical Description:
- 1 online resource (652 pages)
- Edition:
- 1st ed.
- Place of Publication:
- Birmingham : Packt Publishing Ltd, [2019]
- Summary:
- This Learning Path makes you an expert developer of AR and VR applications by teaching you everything - from the basic principles of AR application development to developing immersive and fun VR applications using Unity 3D and Unity 2018.
- Contents:
-
- Intro
- Title Page
- Copyright
- About Packt
- 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
- 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
- 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
- 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
- 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.
- 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
- 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
- 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
- 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
- Chapter 9: 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
- Chapter 10: What AR is and How to Get Set up
- Available AR packages
- Defining AR
- An incomplete list of AR devices
- Advantages and disadvantages of the different AR toolkits available
- ARCore
- ARKit
- Vuforia
- ARToolKit
- Building our first AR applications
- Setting up Vuforia
- Setting up ARToolKit
- Setting up ARCore
- Setting up ARKit
- Building Hello World in ARKit
- Chapter 11: GIS Fundamentals - The Power of Mapping
- What is GIS?
- The history of GIS
- GIS techniques and technologies
- Ways to capture GIS
- Converting from raster to vector
- Projections and coordinate systems
- Spatial analysis with GIS
- Data analysis with GIS
- GIS modeling
- Geometric networks
- Hydrological modeling
- Cartographic modeling
- Map overlays
- Statistics used with GIS
- Geocoding
- Reverse geocoding
- Open Geospatial Consortium Standards
- Web mapping
- GIS and adding dimension of time.
- Semantics
- The implications of GIS in society
- GIS in the real world
- GIS in education
- GIS in local governments
- GIS and augmented reality
- Applications of GIS
- Gaming and GIS
- Chapter 12: Censored - Various Sensor Data and Plugins
- Project overview
- Getting started
- Sensors
- Leveraging sensors with plugins
- Writing unity plugins
- C# language plugin
- C++ language plugin
- Swift language plugin
- Objective-C language plugin
- Java language plugin
- Creating a sensor driver in Java
- Chapter 13: The Sound of Flowery Prose
- Conceptualizing the project
- Basic idea/concept
- Choosing the right programming language
- Choosing your release platform
- Choosing your game engine, libraries, and frameworks
- Developing the game design and application design document
- Bonus - UML design
- Prototyping
- Setting up the Unity project
- Code implementation details
- Working with XCode
- Chapter 14: Picture Puzzle - The AR Experience
- Project background
- Installing Vuforia
- Differences between macOS and Windows setups
- Windows project setup
- Building the Windows project
- macOS project setup
- Building the macOS Project
- Working with Xcode
- Chapter 15: Fitness for Fun - Tourism and Random Walking
- Background information on Mapbox
- Setting up Mapbox
- Important items to note
- Setting up the project
- Scripting the project
- Finalizing the project
- Chapter 16: Snap it! Adding Filters to Pictures
- What is OpenCV?
- Creating the project with paid assets
- Installing and building OpenCV
- Downloading OpenCV
- Downloading CMake
- Configuring the CMake and OpenCV source files.
- OpenCV with Unity.
- Notes:
-
- Description based on print version record.
- Description based on publisher supplied metadata and other sources.
- ISBN:
-
- 9781838644864
- 1838644865
- OCLC:
- 1099316565
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