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E-raamat: Unity(R) Virtual Reality Development with VRTK4: A No-Coding Approach to Developing Immersive VR Experiences, Games, & Apps

  • Formaat: PDF+DRM
  • Ilmumisaeg: 30-Mar-2022
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781484279335
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 30-Mar-2022
  • Kirjastus: APress
  • Keel: eng
  • ISBN-13: 9781484279335
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Beginner to Intermediate user level

Get hands-on practical knowledge of concepts and techniques for VR development using Unity® and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences.
Unity is a powerful game engine for developing VR experiences. With its built-in support for all major VR headsets, it's the perfect tool for developers to realize their vision in VR. VRTK is a battle-tested VR solution for Unity; VRTK 4, in conjunction with Unity, has changed the dynamics of VR development.
This book focuses on creating deep understanding of how advanced VR mechanics and techniques are built and utilized as a part of a VR framework. You will start off by setting up your devices for VR development and learn about the advantages of using VRTK 4 over alternate SDKs. You will learn to setup your very own custom VRTK Rig, find out how to setup various advanced VR mechanics and locomotion techniques, how to create several spatial UI objects, and how to setup Unity 2D UI controls. You will also cover advanced topics such as using angular and linear drives, setting up a VR Simulator to work with a XBox Controller, and realistic physics VR hands. 
By the end of this book, you will know how to create advanced VR mechanics that can be used within any VR experience, game, or App  and deployed across several platforms and hardware.

What You Will Learn
  • Understand how to develop Immersive VR experiences
  • Create a VR simulator to test your project
  • Generate advanced Spatial UI that you can interact with physically using your hands

Who This Book Is For?
Unity game developers conversant with Unity's Editor. Basic knowledge of how Unity Prefabs function, how events work in general, and programming logic would be beneficial.

Arvustused

The book is accompanied by many images described in great detail. I would suggest it to readers who want to approach the subject for the first time. (Tommaso Mazza, Computing Reviews, December 22, 2022)

About the Author xiii
About the Technical Reviewer xv
Acknowledgments xvii
Introduction xix
Chapter 1 Introduction
1(4)
A No-Coding Approach to VR Development
1(1)
Two Ways to Approach the Material Covered in This Book
2(1)
Advantages of VRTK over Alternative Solutions
2(1)
Summary
3(2)
Chapter 2 A New Reality through Virtual Reality
5(8)
What Is Virtual Reality?
5(1)
Become a VR pioneer now, and create the future!
6(1)
What Can You Do with VR?
6(1)
Medical and Mental Health
6(1)
Automotive Engineering and Design
7(1)
Training and Education
7(1)
Architecture, Construction, and Real Estate
7(1)
Entertainment and Journalism
7(1)
Advertising and Retail
8(1)
Gaming in VR
8(1)
Immersion and Presence in VR
9(1)
Place Illusion
9(1)
Plausibility Illusion
9(1)
Embodiment Illusion
9(1)
VR Hardware and Technology
10(1)
Input Controllers
11(1)
3D0F
11(1)
6DOF
11(1)
Summary
12(1)
Chapter 3 Setting Up Your Project for VR Development
13(14)
VR Hardware Prerequisites
13(1)
Unity Prerequisites and Oddities
14(1)
Setting Up Your VR project
14(1)
Importing the Unity Package File
15(4)
Exploring the XR Plugin Management for Unity
19(1)
Importing the Oculus Integration SDK
20(1)
Choosing Player Settings within Unity
21(4)
Summary
25(2)
Chapter 4 Importing VRTK 4 Tilia Packages
27(10)
Importing Version 4 of VRTK
27(6)
Unity's Package Manager and VRTK 4 Tilia Packages
33(2)
Exploring the "Packages" Folder
35(1)
Summary
35(2)
Chapter 5 Setting Up VRTK's Camera Rigs
37(12)
Setting Up Individual Camera Rigs
37(1)
Setting Up the Unity XR Camera Rig
38(1)
Setting Up the Oculus Camera Rig
39(1)
Setting Up the Spatial Simulator
40(1)
Setting Up the Tracked Alias
41(2)
Configuring the VRTK's Tracked Alias
43(1)
Hooking Camera Rigs to the Tracked Alias
43(2)
Test using the Spatial Simulator
45(1)
Universal Camera Rig
46(1)
Configuring the Oculus OVR Camera Rig
46(1)
Testing Spatial Movement Using a VR Headset
46(1)
Summary
47(2)
Chapter 6 Setting Up Interactors and Virtual Hands
49(34)
Interactors versus Interactables
49(1)
Setting up Interactors on Controllers
50(2)
Testing Out Your New Cuboid Avatar Interactors
52(1)
Setting Up Realistic Animated Virtual Hands
52(1)
Animated Hands for Camera Rigs Oculus Integration
53(2)
Playtesting Your Scene Using Your Oculus Headset
55(1)
Animated Hands for Unity XR and Spatial Simulator Camera Rigs
55(2)
Playtesting the Scene Using Your VR Headset
57(1)
Animating Custom Prototype Hands
58(23)
Summary
81(2)
Chapter 7 Configuring Interactor Functionality and Setting Up Velocity Trackers
83(16)
Setting Up the Grab Action Property on Interactors to Enable Grabbing
83(3)
Setting Up an Interactable Object
86(3)
Exploring the Example Avatar Cuboid Object
89(1)
Testing Your Hand Proto Left and Hand Proto Right Game Objects
89(2)
The Grab Mechanism with Oculus-Provided Hands
91(2)
Setting Up the Example Avatar Object
93(1)
Setting Up Velocity Trackers
94(3)
Summary
97(2)
Chapter 8 Interactable Game Objects
99(18)
Picking Up Objects
99(3)
The Follow Tracking Property
102(1)
Picking Up an Interactable Object Using Precise Grab Points
103(3)
Custom Pickup Placements
106(4)
Adding Secondary Grab Actions to Interactable Objects
110(1)
Swapping Objects between Hands with a Secondary Grab Action
110(1)
Performing a Two-Handed Grab with a Secondary Grab Action
111(1)
Scaling an Interactable Object with a Secondary Grab Action
112(1)
Creating a Unity Layer for Interactable Objects
113(1)
Summary
114(3)
Chapter 9 Moving Around the Virtual World: Teleportation
117(40)
Teleport Locomotion
117(1)
Capturing Inputs to Trigger Teleportation
118(3)
Setting Up a Curved Teleport Pointer
121(6)
Setting up a Teleporter for Instant Teleportation
127(3)
Setting Up a Teleporter for Dash Teleportation
130(2)
Rotating Around Within the Virtual World
132(11)
Unity's NavMesh-Based Teleportation
143(3)
Teleporting Using Teleport Targets
146(8)
Summary
154(3)
Chapter 10 Seamless Locomotion
157(14)
Capturing Horizontal and Vertical Axis Input
157(3)
Strafing Movement
160(2)
Free Movement Smooth Rotation
162(2)
Free Movement Snap Rotation
164(3)
Free Movement Warp Snap Rotation
167(2)
Summary
169(2)
Chapter 11 Arm-Swinging Movement
171(6)
Move in Place Locomotion
171(1)
Capturing Thumbstick Touch Input
171(2)
Setting Up the Move in Place Locomotion
173(3)
Summary
176(1)
Chapter 12 Setting Up a Pseudo-Body
177(12)
Advantages of Having a Pseudo-Body
177(1)
Pseudo-Body Setup
178(2)
Implementing a Rollback Mechanic
180(5)
Fading the Headset View to Black on Collision
185(3)
Summary
188(1)
Chapter 13 Climbing in VR
189(16)
Climbing Mechanic Requirements
189(1)
Setting Up the Climbing Controller
189(2)
Making the Containers Climbable
191(6)
Making the Ladder Climbable
197(4)
Deactivating Untouched Events on Climbable Game Objects
201(2)
Summary
203(2)
Chapter 14 Movement Amplifier
205(4)
Movement Amplifier Setup
205(2)
Testing Amplified Movement
207(1)
Summary
208(1)
Chapter 15 Distance Grabbing
209(16)
Prerequisites for Distance Grabbing
210(1)
Setting Up the Distance Grabber
211(1)
Setting Up a Telekinesis Grab
212(1)
Setting Up a straight pointer to Grab Interactable Objects
212(1)
Changing the Straight Pointer's Grabbing Distance
213(1)
Activating and Deactivating the Distance Grabber
214(8)
Automatically Deactivating the Distance Grabber
222(2)
Summary
224(1)
Chapter 16 Snap Zones
225(28)
Importing the Tool Holder Ul Package and Setting Up Two New Work Tools
225(2)
Making the Hammer and Axe Interactable
227(3)
Setting Up a Tool Holder Snap Zone
230(3)
Setting Up Tooltips for Your Tool Holder Snap Zones
233(8)
Setting Up Rules to Restrict the Entry of Interactable Objects into Snap Zones
241(4)
Setting Up Holsters That Move Around with the Player
245(7)
Summary
252(1)
Chapter 17 Creating Spatial 3D User Interface Game Objects
253(42)
Setting Up a Straight Menu Pointer
253(5)
Setting Up Clickable Spatial 3D Buttons
258(5)
Setting Up a Spatial Button Group
263(4)
Changing the Appearance of Your Spatial Button
267(4)
Creating a Spatial Toggle Button
271(1)
Creating Spatial Option Buttons
272(4)
Interacting Directly with VRTK's Spatial Buttons
276(2)
Creating a Spatial Slider
278(4)
Hacking Your Straight Spatial Menu Pointer to Interact with Your Slider
282(10)
Summary
292(3)
Chapter 18 Using Unity's UI Controls with the VRTK
295(8)
Downloading and Importing Unity Package Files
295(1)
Setting Up the UI Elements 2D Skeletal Menu
296(1)
Setting Up a Straight 2D UI Menu Pointer
296(1)
Having the 2D UI Menu Pointer Interact with the 2D UI Menu System
297(4)
Summary
301(2)
Chapter 19 Angular Drives
303(32)
Setting Up a Steering Wheel
303(4)
Setting Up a Door
307(9)
Setting Up a Lever
316(5)
Angular Joint Drive and Logic Objects
321(12)
Summary
333(2)
Chapter 20 Linear Drives
335(8)
Setting Up a Drawer
335(2)
Setting Up a Push Button
337(5)
Summary
342(1)
Chapter 21 Tips, Tricks, and Recipes
343(12)
Adding Realistic Physical Hands
343(5)
Obtaining Haptic Feedback
348(3)
Highlighting Interactable Game Objects
351(1)
Summary
352(3)
Chapter 22 Minigame
355(40)
Importing the Base Unity Package
356(7)
Setting Up the VRTK Prefabs
363(8)
Enabling Obstacle Objects to Attach to the Ball
371(7)
Getting the Ball to Roll About Freely
378(2)
Spatial Tooltip to Display Countdown Timer
380(4)
Setting Up the Countdown Timer and Moment Processor
384(8)
Enhancing the Minigame
392(1)
Summary
392(3)
Index 395
Christopher Coutinho is the founder of GameWorks, a Mumbai-based game development studio specializing in VR and virtual product development using Unity® and VRTK 4. GameWorks provides development services to clients in game creation, Unity® tools creation, and VR simulation training development. He is highly active on the VRTKs discord channel. He is also known for his online virtual reality courses using Unity® and VRTK 4 on Udemy that students have highly appreciated.