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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.

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Ebook Central College Complete Available online

Ebook Central College Complete
Format:
Book
Author/Creator:
Glover, Jesse, author.
Linowes, Jonathan, author.
Language:
English
Subjects (All):
Virtual reality--Computer programs.
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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