舉報

會員
Virtual Reality Blueprints
IfyouareagamedeveloperandaVRenthusiastnowlookingtogetstuckintotheVRappdevelopmentprocessbycreatingVRappsfordifferentplatforms,thenthisisthebookforyou.FamiliaritywiththeUnitygameengineandtheC#languageiskeytogettingthemostfromthisbook.
目錄(210章)
倒序
- coverpage
- Title Page
- Packt Upsell
- Why subscribe?
- PacktPub.com
- Foreword
- Contributors
- About the authors
- About the reviewer
- Packt is searching for authors like you
- Preface
- Who this book is for
- What this book covers
- To get the most out of this book
- Download the example code files
- Download the color images
- Conventions used
- Get in touch
- Reviews
- The Past Present and Future of VR
- The history of virtual reality
- Through the looking glass
- Making a static image dance
- The bigger the better – panoramic paintings
- Stereoscopic viewers
- Why stop at just sight and sound? – Smell o' Vision and Sensorama
- Link Trainers and Apollo
- Interactivity and True HMDs
- 1960 – TelesphereMask
- 1961 – Headsight
- 1968 – Teleyeglasses
- 1965 – The Ultimate Display
- 1968 – Sword of Damocles
- 1968 – The mother of all demos
- 1969 – Virtual Cockpit/Helmet Mounted Sight
- 1969 – Artificial Reality
- 1995 – CAVE
- 1987 – Virtual reality and VPL
- 1989 – Nintendo Powerglove
- 1990s – VR Explosion
- 1991 – Virtuality Dactyl Nightmare
- 1993 – SEGA VR glasses
- 1995 – VRML – Virtual reality Markup Language
- 1995 – Nintendo Virtual Boy
- 1995 – Hasbro Toaster
- 2013 – Oculus Rift
- 2014 – Google Cardboard
- 2015 – Samsung Gear VR
- 2018 – Magic Leap
- Summary
- Building a Solar System for Google Cardboard
- Platform setup
- Google Cardboard setup
- Setting up the Unity environment
- Building the TRAPPIST-1 System
- Building the application
- Android Instructions
- Building an Android application
- Invalid command Android error
- iOS Instructions
- Preparing your Unity project for iOS
- Building an iOS application
- Summary
- Building an Image Gallery System for the Gear VR
- A virtual image gallery
- The Samsung Gear VR platform
- Process overview – Part 1
- Getting started in VR
- Prepping for VR
- Acquiring the Oculus SDK package
- Constructing a panoramic skybox
- Creating the Gallery prefab
- Optional custom fonts
- Building the galleries
- Creating the image display element (FullImage)
- Creating a controller and a scene controller script
- Creating a gallery prefab
- Summary
- Adding User Interactions to the Virtual Gallery Project
- Facilitating user interaction
- Raycasters
- StandaloneInput module
- Image selector
- Setting touch control
- Creating feedback for the user
- Scene controller
- Image collection
- Adding imagery
- Use a highlight material as feedback
- Assigning values
- Finalizing user interaction
- Using Event Triggers for user feedback
- Building the application
- Creating an osig file
- Preparing your Android device
- Building an Android application
- Summary
- Fighting Zombies on the Oculus Rift
- Playing with zombies
- The Oculus Rift platform
- Process overview – Part 1
- Setting up the Unity environment
- Creating the Player GameObject
- Graphic Raycaster
- Adding a 3D camera
- Building the game environment
- Constructing gameplay boundaries
- Setting the mood
- Creating spawn points
- Optimizing the experience for VR
- Frame rate is key to performance
- Reducing excessive scene geometry
- Removing unnecessary objects
- Using planes
- Occlusion culling
- Lightmapping
- Creating the zombie prefab
- Animating the zombie assets
- Adding transitions
- Summary
- Scripting Zombies for the Oculus Rift
- Scripting the zombies
- Summoning zombies
- ZombieSpawner script
- Controlling the zombie prefab
- ZombieController script
- Fighting back
- PlayerController script
- Update function
- Shoot function
- OnDrawGizmos function
- Testing the PlayerController
- Targeting reticle cursor
- Setting the mood
- Building an executable
- Summary
- Expanding the experience
- Carnival Midway Games — Part 1
- Recreating carnival games
- Preproduction
- Special production note
- Requirements
- Process overview – Part 1
- Preparing Unity for VR development on the Rift
- Loading the OVRP
- Setting up the project
- Creating the player avatar
- Designing the play area
- Building the game environment
- Building the game booth
- Adding 3D text
- Creating the booth prefab
- Planning the midway activities
- Adding clutter to the scene
- Combating VR sickness
- Eliminating non-forward motion
- Consider adding UI overlays
- Reducing acceleration
- Reducing yaw
- Reducing vection
- Using appropriate motions
- Implementing movement
- A gaze-based teleportation system
- Mapping touch controller buttons
- Deactivating stick movement [Optional]
- Making objects grabbable
- Summary
- Carnival Midway Games — Part 2
- Backing up the project
- Local backup
- Unity Collaborate
- Software version control services
- Midway booth games
- Wacky Mole props
- The GameTable
- The mole
- The Score Board
- Crispy UI Text
- The mallet
- Animating the mole
- Building an animation state machine
- Scripting the mole asset
- Scripting the mole game controller
- Finishing the Wacky Mole game
- Milk Bottle Toss props
- Game props
- Scripting the Milk Bottle Toss game
- Building the application
- Expanding the game
- Summary
- VR Hardware Roundup
- VR hardware roundup
- Google Cardboard
- Google Daydream
- Gear VR
- Oculus Rift
- Vive
- Sony PSVR
- HoloLens
- Headset costs
- VR Terms and Definitions
- VR terms and definitions
- Primer of best practices
- Input
- Movement
- User interface and experience design
- Motion sickness
- Motion sickness prevention there is no cure
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