My Account Log in

2 options

Building virtual reality with unity and steam VR / by Jeff W Murray.

Ebook Central Academic Complete Available online

View online

Ebook Central College Complete Available online

View online
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

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