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xvii | |
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xix | |
Preface |
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xliii | |
About the Authors |
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xlv | |
Introduction |
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xlvii | |
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Chapter 1 General Information and Essential Parts of Unity |
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1 | (50) |
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1.1 What Is Virtual Reality |
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2 | (10) |
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1.1.1 Key Components in VR |
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2 | (1) |
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3 | (1) |
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4 | (6) |
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10 | (2) |
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12 | (1) |
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1.3 Unity Official Websites And Social Media |
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13 | (1) |
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1.4 Summary Of Unity's History |
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13 | (5) |
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18 | (1) |
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1.6 Notable Publications With Unity |
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18 | (1) |
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1.7 Unity Download And Installation |
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19 | (11) |
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1.7.1 Step 1: Download Unity |
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19 | (1) |
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1.7.2 Step 2: Install Unity Hub |
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20 | (3) |
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1.7.3 Step 3: Launch Unity Hub |
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23 | (1) |
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1.7.4 Step 4: Running Unity Hub for the First Time |
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24 | (2) |
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1.7.5 Step 5: Adding New License |
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26 | (1) |
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1.7.6 Step 6: Installing the Main Unity 3D Software |
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26 | (3) |
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1.7.7 Step 7: Creating First Project |
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29 | (1) |
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1.8 Unity Interface And Environment |
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30 | (4) |
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1.8.1 The Unity Main Windows Part and Section |
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32 | (2) |
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1.9 Some General Ideas For Project Developments |
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34 | (2) |
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1.9.1 Step 1: Denning & Writing Your Strategic Aims and the Project's Objectives |
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35 | (1) |
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1.9.2 Step 2: Designing and Modelling the Objects |
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35 | (1) |
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1.9.3 Step 3: Programming and Coding |
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35 | (1) |
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1.9.4 Step 4: Extracting the EXE File According to Hardware and Operating System |
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35 | (1) |
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1.10 Unity Essential Activity |
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36 | (15) |
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1.10.1 How to Use the Asset Store |
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36 | (1) |
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1.10.2 Orbiting Camera with Script |
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37 | (2) |
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39 | (7) |
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1.10.4 Downgrading the Project's Unity Version |
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46 | (1) |
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1.10.5 Opening a Lower Version of Unity |
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47 | (2) |
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1.10.6 Importing to a New Project |
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49 | (1) |
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1.10.7 Opening Existing Projects |
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49 | (2) |
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Chapter 2 Example 1: Spinning Earth |
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51 | (12) |
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2.1 Step 1: Starting A New Projects |
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52 | (1) |
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2.2 Step 2: Layout Selection |
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52 | (1) |
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2.3 Step 3: Assets And Packages Insertion |
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53 | (1) |
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2.4 Step 4: Creating Materials |
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53 | (2) |
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2.5 Step 5: Create Spinning Earth |
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55 | (1) |
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2.6 Step 6: Code Section (First Technique) |
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56 | (1) |
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2.7 Step 7: Code Section (Second Technique) |
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57 | (1) |
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58 | (5) |
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Chapter 3 Example 2: Wooden Doll Body |
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63 | (10) |
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3.1 Step 1: Creating The Parts Of A Wooden Doll |
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64 | (7) |
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64 | (1) |
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65 | (1) |
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65 | (1) |
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66 | (1) |
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67 | (1) |
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67 | (1) |
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68 | (1) |
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69 | (1) |
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69 | (1) |
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70 | (1) |
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3.1.11 Creating Arm Joints |
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71 | (1) |
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3.2 Step 2: Nesting All The Objects |
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71 | (1) |
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3.3 Step 3: Moving The Objects |
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72 | (1) |
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3.4 Step 4: Finalisation And Extracting Exe File |
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72 | (1) |
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Chapter 4 Example 3: Create the Semi Jungle Environment |
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73 | (28) |
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4.1 Step 1: Environment Preparation |
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74 | (3) |
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4.2 Step 2: Making The Flower Base |
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77 | (1) |
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4.3 Step 3: Making The Flower Part Disk Florets |
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78 | (1) |
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4.4 Step 4: Making The Flower Part Inflorescence |
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79 | (7) |
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4.5 Step 5: Making A Flower - Stem |
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86 | (2) |
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4.6 Step 6: Making A Flower - Leaves |
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88 | (4) |
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4.7 Step 7: Making A Tree - Stem |
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92 | (2) |
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4.8 Step 8: Making A Trees - Crown |
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94 | (2) |
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4.9 Step 9: Making A Butterfly - Head |
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96 | (1) |
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4.10 Step 10: Making A Butterfly - Body |
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97 | (1) |
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4.11 Step 11: Making A Butterfly-Top Wing |
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97 | (1) |
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4.12 Step 12: Making A Butterfly - Down Wing |
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98 | (1) |
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4.13 Step 13: Making A Cloud |
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99 | (2) |
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Chapter 5 Example 4: Create Kuka Robot |
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101 | (14) |
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5.1 Step 1: Create A Robotic Arm |
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102 | (2) |
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5.2 Step 2: Making The Kuka Base |
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104 | (2) |
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5.3 Step 3: Making The Kuka Arm |
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106 | (1) |
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5.4 Step 4: Making The Kuka Joint |
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106 | (1) |
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5.5 Step 5: Making The Kuka Arm 2 |
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107 | (1) |
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5.6 Step 6: Making The Kuka Joint |
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108 | (1) |
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5.7 Step 7: Making The Kuka Arm |
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109 | (1) |
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5.8 Step 8: Making The Kuka Joint |
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110 | (1) |
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5.9 Step 9: Making The Kuka Arm |
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110 | (1) |
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5.10 Step 10: Camera Position And Rotation |
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111 | (1) |
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5.11 Step 11: Making The Robot Grippers Parts |
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112 | (3) |
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Chapter 6 Example 5: Create Baymax Body And Movement |
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115 | (14) |
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6.1 Step 1: Create Baymax Body |
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116 | (1) |
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6.2 Step 2: Create Baymax Head |
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116 | (1) |
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6.3 Step 3: Create Baymax Hand |
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117 | (1) |
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6.4 Step 4: Create Baymax Legs |
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118 | (2) |
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6.5 Step 5: Create Baymax Eye |
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120 | (4) |
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6.6 Step 6: Set The Camera Position |
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124 | (1) |
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6.7 Step 7: Add The Script |
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125 | (4) |
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Chapter 7 Example 6: Create Two-Wheeled Robot With Cripper And Movement |
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129 | (20) |
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7.1 Step 1: Initial Work Before Starting The Design |
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130 | (1) |
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7.2 Step 2: Building The Body |
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131 | (2) |
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7.3 Step 3: Making The Neck, Shoulder, And Arms |
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133 | (1) |
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7.4 Step 4: Making The Joints |
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134 | (3) |
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7.5 Step 5: Adding Colour To The Scene |
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137 | (1) |
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7.6 Step 6: Automatic Animation Movement |
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138 | (3) |
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7.7 Step 7: Moving The Robot Using A Keyboard |
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141 | (5) |
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7.7.1 Start With The Up And Down Movement |
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141 | (1) |
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7.7.2 Left Or Right Movement |
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142 | (1) |
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7.7.3 The Gripper Movement |
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143 | (3) |
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7.8 Step 8: Robotic Arm Scripts |
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146 | (3) |
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Chapter 8 Example 7: Human Body (Remy Character) And Movement |
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149 | (22) |
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8.1 Step 1: Download Character And Animation |
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150 | (3) |
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8.2 Step 2: Insert The Character In Unity |
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153 | (2) |
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8.3 Step 3: Camera Position Setting |
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155 | (3) |
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8.4 Step 4: The Character Walk Movement |
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158 | (10) |
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8.5 Step 5: Add The Script To Character |
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168 | (2) |
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8.6 Step 6: Final Step And Character Movement |
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170 | (1) |
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Chapter 9 Example 8: Y-Bot Character Movement |
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171 | (18) |
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9.1 Step 1: Insert The Character |
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172 | (10) |
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9.2 Step 2: Character Movement By Keyboard |
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182 | (7) |
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Chapter 10 Example 9: Flower Example With Sound And Image And Keyboard Control |
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189 | (32) |
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10.1 Step 1: Creating Flower |
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190 | (15) |
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10.2 Step 2: Character Automatic Movement |
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205 | (4) |
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10.3 Step 3: Adding Images And Sound |
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209 | (6) |
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10.4 Step 4: Moving The Flower With Keyboard |
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215 | (6) |
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Chapter 11 Example 10: Kukaji |
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221 | (18) |
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11.1 Step 1: Inserting The Asset 3D Environments |
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222 | (2) |
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11.2 Step 2: Inserting The Robot Asset |
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224 | (2) |
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11.3 Step 3: Robot Colour |
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226 | (1) |
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11.4 Step 4: Robot Parts Position Setting |
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226 | (4) |
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11.5 Step 5: Robot In Automatic Mode Movement |
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230 | (3) |
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11.6 Step 6: Movement With Keyboard |
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233 | (4) |
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11.7 Step 7: All Kuka Scripts |
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237 | (2) |
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Chapter 12 Example 11: Communication Between Arduino And Unity |
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239 | (40) |
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12.1 Introduction Of Arduino |
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240 | (1) |
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240 | (1) |
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240 | (1) |
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240 | (1) |
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12.2 Connecting Arduino To Unity |
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241 | (38) |
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12.2.1 Unity To Arduino (Ardity) Guide |
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241 | (11) |
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12.2.2 Arduino To Unity (Control Unity Animation With Physical Buttons) |
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252 | (27) |
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Chapter 13 Example 12: Spongebob, Control Object By Keyboard And Arduino |
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279 | (64) |
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13.1 Step 1: Importing The Asset |
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280 | (8) |
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13.1.1 Asset I: Casual Tiny Environment - Jungle Set |
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280 | (3) |
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13.1.2 Asset II: Spongebob 3D Model |
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283 | (5) |
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13.2 Step 2: Review Example 1: (Auto Sponge) |
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288 | (6) |
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13.3 Step 3: Review Example 2: Keyboard Movement For Spongebob |
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294 | (3) |
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13.4 Step 4: Review Example 3: Spongebob Controlled By Arduino |
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297 | (46) |
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13.4.1 Step 1: Arduino Preparing |
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297 | (2) |
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13.4.2 Step 2: Unity Settings |
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299 | (44) |
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Chapter 14 Example 13: Object Movement With Kinect |
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343 | (40) |
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344 | (1) |
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14.2 How Does The Xbox Kinect Work? |
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345 | (2) |
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345 | (1) |
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346 | (1) |
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14.3 Kinect Xbox 360 To Unity |
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347 | (19) |
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14.3.1 Step 1: Unity 3D Installation |
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347 | (1) |
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14.3.2 Step 2: Kinect Software Requirement |
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347 | (5) |
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14.3.3 Step 3: Kinect Connect to Computer |
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352 | (1) |
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14.3.4 Step 4: Unity Project |
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352 | (1) |
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14.3.5 Step 5: Import the Asset |
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353 | (3) |
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14.3.6 Step 6: Fix Errors |
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356 | (6) |
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14.3.7 Step 7: Open Scene |
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362 | (1) |
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14.3.8 Step 8: Edit the Asset and Setup the Camera |
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363 | (1) |
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364 | (2) |
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366 | (17) |
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14.4.1 Kinect V2 Short Review |
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366 | (1) |
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14.4.2 Kinect V2 to Unity |
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367 | (16) |
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Chapter 15 Example 14: Log and Display Joint Coordinates with Kinect |
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383 | (22) |
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15.1 Step 1: Initial Setting |
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384 | (1) |
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15.2 Step 2: Unity Initialization |
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384 | (2) |
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15.3 Step 3: Objects Setting |
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386 | (2) |
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15.4 Step 4: Objects Rename |
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388 | (1) |
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15.5 Step 5: Create The Start/Stop Logging Button |
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388 | (3) |
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15.6 Step 6: Code Section |
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391 | (5) |
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15.7 Step 7: Right-Hand Joint Script |
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396 | (1) |
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397 | (2) |
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15.9 Step 9: Label Follow |
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399 | (1) |
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15.10 Step 10: Run The Project |
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400 | (2) |
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15.11 Step 11: Project Folder |
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402 | (1) |
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15.12 Step 12: Open Csv Files |
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403 | (2) |
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Chapter 16 Example 15: Unity and Kinematics |
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405 | (10) |
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406 | (4) |
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16.1.1 Step 1: Unity Installation and Preparation |
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406 | (1) |
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16.1.2 Step 2: Asset Installation |
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407 | (3) |
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16.1.3 Step 3: Open Default Scene |
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410 | (1) |
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16.2 Fast Inverse Kinematics |
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410 | (5) |
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16.2.1 Step 1: Unity Installation |
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410 | (1) |
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16.2.2 Step 2: Assent Installation |
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411 | (1) |
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16.2.3 Step 3: Do the Project and Import the Asset |
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411 | (1) |
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16.2.4 Step 4: Import dialogue box |
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412 | (1) |
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16.2.5 Step 5: Run Fast Inverse Kinematic Scene |
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413 | (2) |
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Chapter 17 Running Unity Project on Raspberry Pi |
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415 | (2) |
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416 | (1) |
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1 7.2 Steps To Install The Unity |
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417 | (18) |
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17.2.1 Step 1: Preparation |
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417 | (1) |
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17.2.2 Step 2: Unity 3D installation |
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417 | (1) |
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17.2.3 Step 3: Project Building |
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417 | (1) |
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17.2.4 Step 4: Temporary Close |
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418 | (1) |
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17.2.5 Step 5: Project Reopening |
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418 | (2) |
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17.2.6 Android Unity App Player Run Demo |
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420 | (1) |
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17.3 Windows 10 IoT Core Method |
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421 | (1) |
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17.4 Steps To Install The Unity |
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421 | (14) |
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17.4.1 The Online Easy Method |
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422 | (1) |
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17.4.2 The Offline Method |
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422 | (2) |
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424 | (1) |
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425 | (10) |
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Chapter 18 Unity and ROS Bridge |
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435 | (12) |
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18.1 Step 1: Creating Ros Package |
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436 | (1) |
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18.2 Step 2: Writing Publisher Node |
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437 | (3) |
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18.3 Step 3: Making The Unity Project |
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440 | (7) |
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Chapter 19 Example 16: Unity and Mobile Sensors Bond |
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447 | (38) |
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19.1 Introduction To Unity Remote |
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449 | (11) |
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19.1.1 Step 1 Common: Initial Setting |
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451 | (1) |
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19.1.2 Step 2 Common: Configure Unity Remote |
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451 | (1) |
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19.1.3 Step 3 Common: Create a New Unity Project and Setup Unity Remote |
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451 | (3) |
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19.1.4 Step 4 Common: Create the Sample Scene |
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454 | (6) |
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19.1.5 Step 5 Common: Further Modifications to the Scenes Game Objects |
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460 | (1) |
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19.2 Example 1: Use Mobile Accelerometer In Unity |
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460 | (4) |
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19.2.1 Step 1 Accelerometer: C# Script and Game Object Control |
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460 | (2) |
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19.2.2 Step 2 Accelerometer: Run the Project |
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462 | (2) |
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19.3 Example 2: Use Mobile Gyroscope In Unity |
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464 | (3) |
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19.3.1 Step 1 Gyroscope: Make a C# Script |
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464 | (1) |
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19.3.2 Step 2 Gyroscope: Run the Project |
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465 | (2) |
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19.4 Example 3: Car Game With Accelerometer (UNITY) |
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467 | (18) |
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19.4.1 Step 1: Initial Step: Inserting the Asset |
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467 | (1) |
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19.4.2 Step 2: Make the Scene |
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468 | (4) |
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19.4.3 Step 3: Make the Scripts |
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472 | (5) |
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19.4.4 Step 4: First Run and Error |
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477 | (1) |
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19.4.5 Step 5: Fix Collider Physics |
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477 | (2) |
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19.4.6 Step 6: Follow the Car on the Screen |
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479 | (1) |
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19.4.7 Step 7: Test with Mobile Phone |
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480 | (1) |
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19.4.8 Step 8: A Review of Object Properties |
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480 | (5) |
Bibliography |
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485 | (4) |
Index |
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489 | |