Virtual Reality Blueprints
Charles Palmer John Williamson更新时间:2021-06-24 18:51:24
最新章节:Leave a review - let other readers know what you thinkcoverpage
Title Page
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Foreword
Contributors
About the authors
About the reviewer
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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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更新时间:2021-06-24 18:51:24