TY - BOOK AU - Coutinho, Christopher TI - Unity (R) virtual reality development with VRTK4 : : a no-coding approach to developing immersive vr experiences, games, & apps SN - 9781484279328 U1 - 794.81 COU PY - 2022/// CY - [New York, NY] PB - Apress KW - Affichage tridimensionnel KW - Computer games Programming N1 - 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 N2 - 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 ER -