Unity virtual reality projects :: explore the world of virtual reality by building immersive and fun VR projects using Unity 3D /
If you are a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications then this book is for you. Any experience in Unity is an advantage. Learn the basic principles of virtual reality appl...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK :
Packt Publishing,
2015.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | If you are a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications then this book is for you. Any experience in Unity is an advantage. Learn the basic principles of virtual reality applications and get to know how they differ from games and desktop apps. Build various types of VR experiences, including diorama, first-person characters, riding on rails, 360 degree projections, and social VR. |
Beschreibung: | Includes index. |
Beschreibung: | 1 online resource (1 volume) : illustrations |
ISBN: | 9781785286803 1785286803 |
Internformat
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505 | 8 | |a Creating a simple dioramaAdding 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; Importing from the Blender experiment; An introduction to Blender; A unit cube; A UV Texture image; Importing into Unity; A few observations; Summary; Chapter 3: VR Build and Run; VR device integration software; Unity's built-in VR support; The device-specific SDK; The OSVR project; WebVR; 3D worlds; Creating the MeMyselfEye prefab. | |
505 | 8 | |a Build for the Oculus RiftBuild for Google Cardboard; The Android setup; The iOS setup; Installing the Cardboard Unity package; Adding the camera; The build settings; The Play Mode; Building and running in Android; Building and running in iOS; The device-independent clicker; How virtual reality really works; Stereoscopic 3D viewing; Head tracking; Summary; Chapter 4: Gaze-based Control; Ethan, the walker; Artificially intelligent Ethan; The Navmesh bakery; A random walker in the town; Interlude -- a quick introduction to Unity programming; The RandomPosition script; ""Zombie-ize"" Ethan! | |
505 | 8 | |a Go where I'm lookingThe LookMoveTo script; Adding a feedback cursor; Observations; If looks could kill; The KillTarget script; Adding particle effects; Cleaning up; Summary; Chapter 5: World Space UI; A reusable default canvas; The visor HUD; The reticle cursor; The windshield HUD; The game element UI; The 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 staring to select. | |
505 | 8 | |a A responsive object UI with head gesturesUsing the head position; Using head gestures; Summary; Chapter 6: First-person Character; Understanding the Unity characters; Unity components; The Camera component; The Rigidbody component; The Character Controller component; Unity Standard Assets; ThirdPersonController; AIThirdPersonController; FirstPersonController; RigidBodyFPSController; Making a first person; 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. | |
520 | |a If you are a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications then this book is for you. Any experience in Unity is an advantage. Learn the basic principles of virtual reality applications and get to know how they differ from games and desktop apps. Build various types of VR experiences, including diorama, first-person characters, riding on rails, 360 degree projections, and social VR. | ||
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adam_text | |
any_adam_object | |
author | Linowes, Jonathan |
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author_role | aut |
author_sort | Linowes, Jonathan |
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contents | Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; 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; What this book covers; Who are you?; Types of VR experiences; Technical skills that are important to VR; Summary; Chapter 2: Objects and Scale; Getting started with Unity; Starting a new Unity project; The Unity editor; The default world space. Creating a simple dioramaAdding 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; Importing from the Blender experiment; An introduction to Blender; A unit cube; A UV Texture image; Importing into Unity; A few observations; Summary; Chapter 3: VR Build and Run; VR device integration software; Unity's built-in VR support; The device-specific SDK; The OSVR project; WebVR; 3D worlds; Creating the MeMyselfEye prefab. Build for the Oculus RiftBuild for Google Cardboard; The Android setup; The iOS setup; Installing the Cardboard Unity package; Adding the camera; The build settings; The Play Mode; Building and running in Android; Building and running in iOS; The device-independent clicker; How virtual reality really works; Stereoscopic 3D viewing; Head tracking; Summary; Chapter 4: Gaze-based Control; Ethan, the walker; Artificially intelligent Ethan; The Navmesh bakery; A random walker in the town; Interlude -- a quick introduction to Unity programming; The RandomPosition script; ""Zombie-ize"" Ethan! Go where I'm lookingThe LookMoveTo script; Adding a feedback cursor; Observations; If looks could kill; The KillTarget script; Adding particle effects; Cleaning up; Summary; Chapter 5: World Space UI; A reusable default canvas; The visor HUD; The reticle cursor; The windshield HUD; The game element UI; The 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 staring to select. A responsive object UI with head gesturesUsing the head position; Using head gestures; Summary; Chapter 6: First-person Character; Understanding the Unity characters; Unity components; The Camera component; The Rigidbody component; The Character Controller component; Unity Standard Assets; ThirdPersonController; AIThirdPersonController; FirstPersonController; RigidBodyFPSController; Making a first person; 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. |
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series | Community experience distilled. |
series2 | Community experience distilled |
spelling | Linowes, Jonathan, author. Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D / Jonathan Linowes. Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D Birmingham, UK : Packt Publishing, 2015. 1 online resource (1 volume) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier text file Community experience distilled Online resource; title from cover (Safari, viewed September 25, 2015). Includes index. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; 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; What this book covers; Who are you?; Types of VR experiences; Technical skills that are important to VR; Summary; Chapter 2: Objects and Scale; Getting started with Unity; Starting a new Unity project; The Unity editor; The default world space. Creating a simple dioramaAdding 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; Importing from the Blender experiment; An introduction to Blender; A unit cube; A UV Texture image; Importing into Unity; A few observations; Summary; Chapter 3: VR Build and Run; VR device integration software; Unity's built-in VR support; The device-specific SDK; The OSVR project; WebVR; 3D worlds; Creating the MeMyselfEye prefab. Build for the Oculus RiftBuild for Google Cardboard; The Android setup; The iOS setup; Installing the Cardboard Unity package; Adding the camera; The build settings; The Play Mode; Building and running in Android; Building and running in iOS; The device-independent clicker; How virtual reality really works; Stereoscopic 3D viewing; Head tracking; Summary; Chapter 4: Gaze-based Control; Ethan, the walker; Artificially intelligent Ethan; The Navmesh bakery; A random walker in the town; Interlude -- a quick introduction to Unity programming; The RandomPosition script; ""Zombie-ize"" Ethan! Go where I'm lookingThe LookMoveTo script; Adding a feedback cursor; Observations; If looks could kill; The KillTarget script; Adding particle effects; Cleaning up; Summary; Chapter 5: World Space UI; A reusable default canvas; The visor HUD; The reticle cursor; The windshield HUD; The game element UI; The 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 staring to select. A responsive object UI with head gesturesUsing the head position; Using head gestures; Summary; Chapter 6: First-person Character; Understanding the Unity characters; Unity components; The Camera component; The Rigidbody component; The Character Controller component; Unity Standard Assets; ThirdPersonController; AIThirdPersonController; FirstPersonController; RigidBodyFPSController; Making a first person; 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. If you are a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications then this book is for you. Any experience in Unity is an advantage. Learn the basic principles of virtual reality applications and get to know how they differ from games and desktop apps. Build various types of VR experiences, including diorama, first-person characters, riding on rails, 360 degree projections, and social VR. Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) fast Computer simulation. http://id.loc.gov/authorities/subjects/sh85029533 Virtual reality. http://id.loc.gov/authorities/subjects/sh92000880 Digital computer simulation. http://id.loc.gov/authorities/subjects/sh85037973 Simulation par ordinateur. Réalité virtuelle. simulation. aat virtual reality. aat SCIENCE System Theory. bisacsh TECHNOLOGY & ENGINEERING Operations Research. bisacsh Digital computer simulation fast Computer simulation fast Virtual reality fast Print version: Linowes, Jonathan. Unity Virtual Reality Projects. Birmingham : Packt Publishing Ltd, ©2015 9781783988556 Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1059275 Volltext |
spellingShingle | Linowes, Jonathan Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D / Community experience distilled. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; 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; What this book covers; Who are you?; Types of VR experiences; Technical skills that are important to VR; Summary; Chapter 2: Objects and Scale; Getting started with Unity; Starting a new Unity project; The Unity editor; The default world space. Creating a simple dioramaAdding 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; Importing from the Blender experiment; An introduction to Blender; A unit cube; A UV Texture image; Importing into Unity; A few observations; Summary; Chapter 3: VR Build and Run; VR device integration software; Unity's built-in VR support; The device-specific SDK; The OSVR project; WebVR; 3D worlds; Creating the MeMyselfEye prefab. Build for the Oculus RiftBuild for Google Cardboard; The Android setup; The iOS setup; Installing the Cardboard Unity package; Adding the camera; The build settings; The Play Mode; Building and running in Android; Building and running in iOS; The device-independent clicker; How virtual reality really works; Stereoscopic 3D viewing; Head tracking; Summary; Chapter 4: Gaze-based Control; Ethan, the walker; Artificially intelligent Ethan; The Navmesh bakery; A random walker in the town; Interlude -- a quick introduction to Unity programming; The RandomPosition script; ""Zombie-ize"" Ethan! Go where I'm lookingThe LookMoveTo script; Adding a feedback cursor; Observations; If looks could kill; The KillTarget script; Adding particle effects; Cleaning up; Summary; Chapter 5: World Space UI; A reusable default canvas; The visor HUD; The reticle cursor; The windshield HUD; The game element UI; The 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 staring to select. A responsive object UI with head gesturesUsing the head position; Using head gestures; Summary; Chapter 6: First-person Character; Understanding the Unity characters; Unity components; The Camera component; The Rigidbody component; The Character Controller component; Unity Standard Assets; ThirdPersonController; AIThirdPersonController; FirstPersonController; RigidBodyFPSController; Making a first person; 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. Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) fast Computer simulation. http://id.loc.gov/authorities/subjects/sh85029533 Virtual reality. http://id.loc.gov/authorities/subjects/sh92000880 Digital computer simulation. http://id.loc.gov/authorities/subjects/sh85037973 Simulation par ordinateur. Réalité virtuelle. simulation. aat virtual reality. aat SCIENCE System Theory. bisacsh TECHNOLOGY & ENGINEERING Operations Research. bisacsh Digital computer simulation fast Computer simulation fast Virtual reality fast |
subject_GND | http://id.loc.gov/authorities/names/n2011038776 http://id.loc.gov/authorities/subjects/sh85029533 http://id.loc.gov/authorities/subjects/sh92000880 http://id.loc.gov/authorities/subjects/sh85037973 |
title | Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D / |
title_alt | Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D |
title_auth | Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D / |
title_exact_search | Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D / |
title_full | Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D / Jonathan Linowes. |
title_fullStr | Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D / Jonathan Linowes. |
title_full_unstemmed | Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D / Jonathan Linowes. |
title_short | Unity virtual reality projects : |
title_sort | unity virtual reality projects explore the world of virtual reality by building immersive and fun vr projects using unity 3d |
title_sub | explore the world of virtual reality by building immersive and fun VR projects using Unity 3D / |
topic | Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) fast Computer simulation. http://id.loc.gov/authorities/subjects/sh85029533 Virtual reality. http://id.loc.gov/authorities/subjects/sh92000880 Digital computer simulation. http://id.loc.gov/authorities/subjects/sh85037973 Simulation par ordinateur. Réalité virtuelle. simulation. aat virtual reality. aat SCIENCE System Theory. bisacsh TECHNOLOGY & ENGINEERING Operations Research. bisacsh Digital computer simulation fast Computer simulation fast Virtual reality fast |
topic_facet | Unity (Electronic resource) Computer simulation. Virtual reality. Digital computer simulation. Simulation par ordinateur. Réalité virtuelle. simulation. virtual reality. SCIENCE System Theory. TECHNOLOGY & ENGINEERING Operations Research. Digital computer simulation Computer simulation Virtual reality |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1059275 |
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