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Virtual Reality with VRTK4 Create Immersive VR Experiences Leveraging Unity3D and Virtual Reality Toolkit /
Virtual reality is quickly becoming the next medium to communicate your ideas. Once siloed in make-believe world of science fiction, virtual reality can now touch any aspect of your life. This book shows you how to create original virtual reality content using the Unity game engine and the Virtual R...
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Main Author: | |
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Corporate Author: | |
Format: | eBook |
Language: | English |
Published: |
Berkeley, CA :
Apress,
2020.
Berkeley, CA : 2020. |
Physical Description: |
1 online resource (381 pages) |
Subjects: | |
Online Access: | SpringerLink - Click here for access |
Contents:
- Intro; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Overview: VRTK and Unity 2019; Chapter 1: Setup; Downloading and Installing Unity; System Requirements for Unity Development; Additional Platform Development Requirements; The Code Editor, an Integrated Development Environment; Downloading and Installing Git; Setting Up Unity and VRTK; Installing VRTK; Running the Example Scene; Summary; Chapter 2: The Virtual Camera; Lights, Camera, Render!; Getting Started; Review: Setting Up a VR Scene in Unity and Importing VRTK.
- Exercise 1: GlobeHopperThe Panorama; The 360-Degree Image vs. the HDRI; The Cubemap; Summary; Chapter 3: Game Objects, Components, and an Introduction to C# Scripting; Components as Attributes; Exercise 2: Animating Virtual Objects in a Scene; Step 1: Adding a 3D Object, Cube; What Are x, y, z Coordinates?; Step 2: Editing the Rotation Parameter; Game Object + Component + Script = Action; Step 3: Creating a C# Script; Step 4: Adding the Script as a Component to the Cube; Step 5: Calling a Function in the Update() Method of the Script.
- Step 6: Setting the Spin Distance Parameters on the Script ComponentSummary; Chapter 4: Doin' Thangs: Input, Events, and Action; VRTK, Please Stand Up; The Unity Event System; What Are Events?; Welcome to Function Junction: Population 0 or 1; Inputs, Outputs, Parameters, Arguments, and Results; Method Signatures and Overloading; Generics and Collections; Creating a List; Creating a Dictionary; Creating an Array; Havin' Class; Two Events Walk into a Bar ... ; Summary; Chapter 5: Keyboard Input as Action; Exercise: An Interesting Calculation of One's Interest in Calculating One's Interest.
- User StoryStep 1: Create a Project; My Build Settings; Step 2: Set Up the Scene; A Quick Look at the UnityXRCameraRig; Step 3: Add Game Objects; Step 4: Change the Color of a Game Object; Step 5: Create a C# Script; Step 6: Write Code in Your IDE; Step 7: Compile Our Code by Returning to Unity; Step 8: Activate Our Script by Attaching It to a Game Object in the Scene; Step 9: Define the Game Object That Responds to the User's Input; Step 10: Define the Arguments for Our Function; Step 11: Play-Test; Step 12: Replacing Our Cube Game Object with a 3D Model; Step 13: You're Done!; Summary.
- Chapter 6: Controller Button Inputs as ActionsVR SDK Integration Packages; The Tracked Alias; Step 1: Drag and Drop the Tracked Alias Prefab into the Hierarchy; Step 2: Connecting Our Touch Controllers to VRTK; Step 3: Importing an SDK-Specific Virtual Camera Object; Step 4: Connect the SDK Camera Rig with the TrackedAlias Game Object; Step 5: Play-Test; Step 6: Tweak Some Code; Step 7: Add a Unity Action Component; Step 8: Tell Our Button Component What to Do in Case of an Event; Creating Proxy Actions and Chaining Actions.