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Building virtual reality with unity and steam VR / by Jeff W Murray.
- Format:
- Book
- Author/Creator:
- Murray, Jeff W., author
- Language:
- English
- Subjects (All):
- Video games--Design.
- Video games.
- Video games--Programming.
- Physical Description:
- 1 online resource (277 pages)
- Edition:
- Second edition.
- Distribution:
- London : Bloomsbury Publishing (UK), 2023.
- Place of Publication:
- Boca Raton : CRC Press, 2017.
- System Details:
- text file HTML
- Summary:
- This book takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR libraries, the book and its example code is compatible with the main virtual reality head mounted displays currently available.
- Contents:
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- Acknowledgements
- Author
- Prerequisites
- Introduction
- Chapter 1 A Brief Introduction to the Virtual World
- How Long have we been Virtual?
- Before The Headset
- The Birth of The Head-Mounted Display
- The Road to Consumer Vr
- Home PC VR
- Consumer Vr Rebirth
- Complications and Challenges of Vr
- Latency
- Juddering and Smearing
- The Screen Door Effect
- VR Sickness
- VR Space
- Tracking
- Location-Based Entertainment
- Tracking Infinite Spaces
- Movement
- Input
- Body Tracking
- Vive Trackers
- Motion Capture Suits
- Hand Tracking
- Eye Tracking
- Feeling VR
- Designing and Developing for Vr
- Plan: Any Sort of Plan Is Better than No Plan!
- Get Your Main Interactions in Place Early
- Test on Real People
- Look for Combination and Flow
- Realism Is Not Always the Most Realistic
- Recap
- Chapter 2 Healthy VR Experience
- What Is Interpupillary Distance And Why Should I Care?
- Real IPD
- How to Measure Your IPD
- Virtual IPD
- Knowing When to Stop (the Telltale Signs of Oncoming VR Sickness)
- Dry Eyes
- Sweating
- Aching
- Nausea
- Headache
- Take Breaks
- Eat, Drink, and Be Virtually Merry!
- Do Not Break Your Back Making VR Things! Test Carefully
- Chapter 3 Getting Set Up for Unity SteamVR Development
- Installing Steamvr
- Install The Steam Client
- Set Up A Steam Account
- Install Steamvr
- Start Steamvr
- Setting Up A Unity Project For Steamvr
- Downloading Unity To Make A New Project
- Unity Editor Crash Course
- Editor Views and Panels
- Terminology and Common Use Things
- Unity Terminology
- Creating A New Unity Project
- Downloading the SteamVR SDK for Unity
- Setting up SteamVR in Unity
- Setting up SteamVR Input
- A Room With A Vr View.
- Download and Extract Example Project Source Files
- Adding SteamVR to an Existing Scene
- The SteamVR Camera Rig
- Test the Scene
- SteamVR Camera Positioning and Repositioning
- Save The Project And Keep Backups
- Problems?
- Chapter 4 The SteamVR Interaction System
- Download And Extract Example Project Source Files
- The Player Prefab
- Making The Door Interactive
- Add Teleportation
- Picking Up And Throwing Objects
- Chapter 5 Building a Main Menu
- "Show, Don't Tell!"
- Building The Main Menu Ui With Unity Gui
- Unity GUI
- Open the Example Project
- Getting Steamvr to Work With Your Ui
- Test Out The Scene!
- Reacting to Interaction
- Script Breakdown
- Attach Buttons to the Script
- Loading Scenes Correctly With Steamvr
- Adding Scene Loading to Your Menu
- Create a LevelLoader GameObject
- Add Level Loading to the MenuController Script Component
- Set Up the Level Loader Reference
- Add Scenes to Build Settings
- Test Level Loading
- Using A Laser Pointer For Ui Interactions (And An Introduction to Scripting With The Steamvr Input System)
- Add Components to the Hands GameObjects
- Add Controller Input to the Laser Pointer
- Building The Main Menu Ui With Steamvr Physical Buttons
- Build a Physics-Based Button
- Add SteamVR Button Components
- Hook Up the Button to Scripting
- Fading In And Out
- Add a Fade Out to the Main Menu
- Making Your Own Skybox Inside Unity
- Create a SteamVR Skybox for the Compositor
- Using a Custom Skybox for Loading
- Interaction Using Only Your Head
- Chapter 6 Advanced Interactions
- Open The Example Project
- Adding Spray Functionality to the Spray Bottle
- Using Vibration/Haptic Feedback.
- Setting Up The Skeleton Poser to Use A Hand Pose
- The Skeleton Poser Component
- The Pose Editor
- The Blending Editor
- Posing Your Hand
- Blending Poses
- Try Out The Scene
- Chapter 7 Making the Most of Virtual Reality with Audio
- The Virtual Reality Audio Space And Beyond
- Software
- Common Terms
- Ambient Sound
- Listener
- Binaural Audio
- Mono Sound
- 3D Sound
- Doppler Effect
- Spatial Sound
- HRTF
- Steam Audio
- FMOD
- Using Unity Audio For Vr
- Unity Audio Settings
- Setting a Scene with Ambient Sound
- The AudioSource Component
- Adding Audio to the Bug Game
- Ambient Audio
- Adding Music
- Bringing Life to the World
- Mixers
- Snapshots
- Groups
- Views
- Setting Up Mixers in the Audio Mixer Window
- Adding Mixer Groups
- Setting Audio Sources to Use the Audio Mixer Groups
- Testing and Mixing Audio
- Audio Effects
- Try Out the Audio
- Using Steam Audio For Vr
- Adding the Steam Audio API to Unity
- Download Steam Audio
- Set Up the Level for Steam Audio
- Steam Audio Materials
- Choose Metal from the Dropdown
- Setting Up an Audio Source for Steam Audio
- Reflection
- Precalculating the Steam Audio Scene
- Quick Vr Audio Design Tips
- Chapter 8 Building Seated or Static VR Experiences
- A Seated Experience
- Setting Sitting Or Standing Calibration In Code
- Moving Around Inside A Vehicle
- Try the Example Project
- Preview the Scene
- Chapter 9 Virtual Reality Sickness
- What is Vr Sickness?
- Personal Experience
- Vr Sickness Symptoms And Cues
- Vection
- Field of View
- Interpupillary Distance
- Illness
- Locomotion/Movement
- Age
- Frame Rate
- Depth Perception
- Rate of Linear or Rotational Acceleration
- Positional Tracking Errors.
- Sitting Versus Standing
- Can We Solve It?
- Chapter 10 Hands-On, Practical Techniques for Reducing VR Sickness in Unity
- Using Unity'S Ui Canvas For Field of View (Fov) Reduction
- The FOV Mask
- Programming the Dynamic Scaling Script
- Try Out the Example
- An Alternative Approach
- A Third-Person Camera Suitable For Vr
- Open and Try Out the Example File
- Programming
- The Third-Person VR Camera Rig
- A Fake Nose? How Does It Smell?
- Chapter 11 Unity Engine Polish and Optimization
- Optimizing Unity For Vr
- The Rendering Statistics Windows (Stats)
- CPU vs. GPU
- The Unity Profiler
- Profiler Modes
- Finding Out If Your Project Is GPU-Bound or CPU-Bound
- What Do the Squiggles Tell You?
- Using the Profiler
- Batching
- Occlusion
- Try Occlusion Out with the Example Unity Project
- Adding Occlusion Areas
- Bake the Occlusion Cells
- Try It Out
- Quick Code Tips
- Cache Object References
- Prioritize Where in the Update Cycles Your Code Runs
- Only Run Scripts When You Need To
- Geometry and Modeling
- Materials
- Level of Detail (LOD)
- Lighting
- Lightmapping
- Per-Pixel vs. Vertex Lighting
- Quality Settings
- Collisions, Mesh Colliders, and the Layer Collision Matrix
- Final Word
- References
- Index.
- Notes:
- Includes bibliographical references and index.
- ISBN:
- 9781000768367
- 1000768368
- 9780429295850
- 0429295855
- OCLC:
- 994491595
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