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Unity (R) virtual reality development with VRTK4 : a no-coding approach to developing immersive vr experiences, games, & apps Christopher Coutinho (Author)

By: Material type: TextTextPublication details: [New York, NY] Apress 2022Description: 406 pages illus., graphs 30 cmISBN:
  • 9781484279328
Subject(s): DDC classification:
  • 794.81 COU
Contents:
Intro Table of Contents About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1: Introduction A No-Coding Approach to VR Development Two Ways to Approach the Material Covered in This Book Advantages of VRTK over Alternative Solutions Summary Chapter 2: A New Reality through Virtual Reality What Is Virtual Reality? Become a VR pioneer now, and create the future! What Can You Do with VR? Medical and Mental Health Automotive Engineering and Design Training and Education Architecture, Construction, and Real Estate Entertainment and Journalism Advertising and Retail Gaming in VR Immersion and Presence in VR Place Illusion Plausibility Illusion Embodiment Illusion VR Hardware and Technology Input Controllers 3DOF 6DOF Summary Chapter 3: Setting Up Your Project for VR Development VR Hardware Prerequisites Unity Prerequisites and Oddities Setting Up Your VR project Importing the Unity Package File Exploring the XR Plugin Management for Unity Importing the Oculus Integration SDK Choosing Player Settings within Unity Summary Chapter 4: Importing VRTK 4 Tilia Packages Importing Version 4 of VRTK Unity's Package Manager and VRTK 4 Tilia Packages Exploring the "Packages" Folder Summary Chapter 5: Setting Up VRTK's Camera Rigs Setting Up Individual Camera Rigs Setting Up the Unity XR Camera Rig Setting Up the Oculus Camera Rig Setting Up the Spatial Simulator Setting Up the Tracked Alias Configuring the VRTK's Tracked Alias Hooking Camera Rigs to the Tracked Alias Test using the Spatial Simulator Universal Camera Rig Configuring the Oculus OVR Camera Rig Testing Spatial Movement Using a VR Headset Summary Chapter 6: Setting Up Interactors and Virtual Hands Interactors versus Interactables Setting up Interactors on Controllers Testing Out Your New Cuboid Avatar Interactors Setting Up Realistic Animated Virtual Hands Animated Hands for Camera Rigs Oculus Integration Playtesting Your Scene Using Your Oculus Headset Animated Hands for Unity XR and Spatial Simulator Camera Rigs Playtesting the Scene Using Your VR Headset Animating Custom Prototype Hands Capturing the Grip, Mouse, or Bumper Button Input Playtesting the Grab and Release Hand Animations Capturing Thumbstick and Keyboard Input Playtesting Teleporting Hand Animation Summary Chapter 7: Configuring Interactor Functionality and Setting Up Velocity Trackers Setting Up the Grab Action Property on Interactors to Enable Grabbing Setting Up an Interactable Object Exploring the Example Avatar Cuboid Object Testing Your Hand Proto Left and Hand Proto Right Game Objects The Grab Mechanism with Oculus-Provided Hands Setting Up the Example Avatar Object Setting Up Velocity Trackers Summary
Summary: 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
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Item type Current library Shelving location Call number Copy number Status Date due Barcode
Books Books CamTech Library General Collections 794.81 COU (Browse shelf(Opens below)) C.1 Available 0000001254

Intro
Table of Contents
About the Author
About the Technical Reviewer
Acknowledgments
Introduction
Chapter 1: Introduction
A No-Coding Approach to VR Development
Two Ways to Approach the Material Covered in This Book
Advantages of VRTK over Alternative Solutions
Summary
Chapter 2: A New Reality through Virtual Reality
What Is Virtual Reality?
Become a VR pioneer now, and create the future!
What Can You Do with VR?
Medical and Mental Health
Automotive Engineering and Design
Training and Education
Architecture, Construction, and Real Estate Entertainment and Journalism
Advertising and Retail
Gaming in VR
Immersion and Presence in VR
Place Illusion
Plausibility Illusion
Embodiment Illusion
VR Hardware and Technology
Input Controllers
3DOF
6DOF
Summary
Chapter 3: Setting Up Your Project for VR Development
VR Hardware Prerequisites
Unity Prerequisites and Oddities
Setting Up Your VR project
Importing the Unity Package File
Exploring the XR Plugin Management for Unity
Importing the Oculus Integration SDK
Choosing Player Settings within Unity
Summary Chapter 4: Importing VRTK 4 Tilia Packages
Importing Version 4 of VRTK
Unity's Package Manager and VRTK 4 Tilia Packages
Exploring the "Packages" Folder
Summary
Chapter 5: Setting Up VRTK's Camera Rigs
Setting Up Individual Camera Rigs
Setting Up the Unity XR Camera Rig
Setting Up the Oculus Camera Rig
Setting Up the Spatial Simulator
Setting Up the Tracked Alias
Configuring the VRTK's Tracked Alias
Hooking Camera Rigs to the Tracked Alias
Test using the Spatial Simulator
Universal Camera Rig
Configuring the Oculus OVR Camera Rig Testing Spatial Movement Using a VR Headset
Summary
Chapter 6: Setting Up Interactors and Virtual Hands
Interactors versus Interactables
Setting up Interactors on Controllers
Testing Out Your New Cuboid Avatar Interactors
Setting Up Realistic Animated Virtual Hands
Animated Hands for Camera Rigs Oculus Integration
Playtesting Your Scene Using Your Oculus Headset
Animated Hands for Unity XR and Spatial Simulator Camera Rigs
Playtesting the Scene Using Your VR Headset
Animating Custom Prototype Hands
Capturing the Grip, Mouse, or Bumper Button Input Playtesting the Grab and Release Hand Animations
Capturing Thumbstick and Keyboard Input
Playtesting Teleporting Hand Animation
Summary
Chapter 7: Configuring Interactor Functionality and Setting Up Velocity Trackers
Setting Up the Grab Action Property on Interactors to Enable Grabbing
Setting Up an Interactable Object
Exploring the Example Avatar Cuboid Object
Testing Your Hand Proto Left and Hand Proto Right Game Objects
The Grab Mechanism with Oculus-Provided Hands
Setting Up the Example Avatar Object
Setting Up Velocity Trackers
Summary

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

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