"Unity Virtual Reality Development Practice" PDF

Download link: https://pan.baidu.com/s/1yetbLsjWjLjR6cT5mLeIog Password: mprr

  • Publisher:  Machinery Industry Press; 1st edition (November 1, 2016)
  • Foreign name:  Unity Virtual Reality Projects
  • Series Title:  Game Development and Design Technology Series
  • Paperback:  221 pages
  • Language:  Simplified Chinese
  • Format:  16
  • ISBN: 9787111551317, 7111551311
  • Barcode:  9787111551317
  • Product size:  23.6 x 18.6 x 1 cm
  • Item weight:  399 g
  • ASIN: B01NBE0NZV

Editor's Choice

"Unity Virtual Reality Development Actual" is published by Machinery Industry Press.

About the Author

Author: (United States) Jonathan Linows Translator: Tong Ming

content

Translator Preface
Reviewer Introduction
Preface
Chapter 1 Everything is Virtual 1
1.1 What Virtual Reality Means to You 2
1.2 Types of Head Mounted Displays 4
1.2.1 Desktop VR4
1.2.2 Mobile VR4
1.3 Virtual Reality and Augmentation The Difference Between Reality 5
1.4 Apps and Games 5
1.5 What This Book Covers 8
1.6 Types of VR Experience 9
1.7 Essential VR Skills 9
Summary 10
Chapter 2 Objects and Scaling 12
2.1 Getting Started with Unity 12
2.1.1 Creating a New Unity Project 13
2.1. 2 Unity Editor 13
2.1.3 Default World Coordinate System 14
2.2 Creating Simple Perspectives 15
2.2.1 Adding Cubes 15
2.2.2 Adding Planes 16
2.2.3 Adding Spheres and Materials 17
2.2.4 Changing the Scene View 19
2.2.5 Adding Photos 20
2.2.6 Shading the ground plane 21
2.3 Measurement tools 22
2.3.1 Keep a unit cube handy 22
2.3.2 Using the mesh projector 22
2.3.3 Measuring the Ethan character 23
2.4 Importing from Blender experiments 25
2.5 Introduction to Blender 25
2.5.1 Cube 28
2.5.2 UV Texture Image 28
2.5.3 Importing Unity30
2.5.4 Observer 31
Summary 32
Chapter 3 Building and Running Virtual Reality 33
3.1 Software for Virtual Reality Device Integration 34
3.1.1 Unity’s Built-in Support for Virtual Reality 34
3.1.2 Device-specific SDK34
3.1. 3 Open Source Virtual Reality Project 34
3.1.4 WebVR35 3.1.5
3D World 35
3.2 Create MeMyselfEye Prefab 36
3.3 Build Project for Oculus Rift 37
3.4 Build Project for Google Cardboard 37
3.4.1 Configure Android Environment 38
3.4.2 Configure iOS38
3.4.3 Install Cardboard Unity Package 38
3.4.4 Add Camera 39
3.4.5 Build Settings 39
3.4.6 Demo Mode 39
3.4.7 Build and Run in Android 40
3.4.8 Build and Run in iOS 40
3.5 Device Independent Clicker Class 41
3.6 How Virtual Reality Devices Work 42
3.6.1 3D Stereo View 42
3.6.2 Head Tracking 45
Summary 47
Chapter 4 Gaze-Based Manipulation 48
4.1 Walker Ethan49
4.1.1 Artificial Intelligence Ethan49
4.1.2 Navmesh Baking 50
4.1.3 The Wanderers in Town 51
4.1.4 Interlude - Introduction to Unity Programming 51
4.1.5 RandomPosition Script 53
4.1.6 "Zombie" Ethan 55
4.2 Walk in the Direction I Look 56
4.2.1 LookMoveTo Script 57
4.2.2 Add Feedback Cursor 59
4.2.3 The Observer 60
4.3 If Eyes Can Kill 61
4.3.1 KillTarget Script 61
4.3.2 Add Particle Effects 63
4.3.3 Cleanup 64
Summary 64
Chapter 5 World Coordinate System UI66
5.1 Reusable Default Canvas67
5.2 Goggles HUD71
5.3 Crosshairs73
5.4 Windshield HUD75
5.5 Game Element UI77 5.6
Information Box 79
5.7 In-Game Dashboard Responding to Input
Events82 Buttons 86 5.7.4 Highlighting buttons with gaze 88 5.7.5 Gaze and tap selection 90 5.7.6 Gaze and focus selection 91 5.8 Responsive UI with head pose 93 5.8.1 Using head position 93 5.8.2 Using Head Pose 95 Summary 98 Chapter 6 First-Person Characters 99










6.1 In-depth understanding of Unity characters 100
6.1.1 Unity components 100
6.1.2 Unity's Standard Assets 102
6.2 Making first-person characters 104
6.2.1 Moving in the direction of looking directly 105
6.2.2 Keeping feet on the ground 106
6.2.3 Don't penetrate solids 106
6.2 .4 Don't fall off the edge 108
6.2.5 Cross small objects and handle rough terrain 108
6.2.6 Start and stop movement 109
6.2.7 Use head pose on and off 109
6.3 User calibration 110
6.3.1 Character height 111
6.3. 2 Player's true height 112
6.3.3 Return to center position 113
6.4 Maintain a sense of self 113
6.4.1 Head separation 114
6.4.2 Head and body 115
6.4.3 Feet 115
6.4.4 Body avatar 117
6.4. 5 The Virtual Davidle Nose 118
6.4.6 Sound Prompts 119
6.5 Movement, Teleportation, and Sensors 120
6.6 Dealing with VR Motion Sickness 122
Summary 123
Chapter 7 Physics Components and the Surrounding Environment 125
7.1 Unity's Physics Components 126
7.2 Bouncy Balls 127
7.3 Using the Head Ministry Shooting 131
7.4 Trampoline and Bouncy Ball 134
7.5 Human Trampoline 135
7.5.1 Be like a brick 135
7.5.2 Be like a character 136
7.6 Interlude - the environment and all things 139
7.6.1 The ethereal sky 140
7.6.2 Planet earth 140
7.6.3 Corporate identity 140
7.7 Lift 142
7.8 Jump up 143
Summary 145
Chapter 8 Roaming and Rendering 146
8.1 Building with Blender 147
8.1.1 Walls 147
8.1.2 Ceilings 150
8.2 Assembling Scenes with Unity 153
8.2.1 Gallery 153
8.2.2 Artwork Parts 154
8.2.3 Exhibition Planning 156
8.3 Adding Images To the gallery 157
8.4 Walkthrough animations 160
8.4.1 Unity's animation system 160
8.4.2 Script animations 161
8.5 Optimizing performance and comfort 163
8.5.1 Optimizing implementation and content 164
8.5.2 Optimizing the Unity rendering pipeline 166
8.5.3 Optimizing target hardware And Drive 169
8.5.4 Unity Profiler 170
Summary 171
Chapter 9 Using 360° 172
9.1360 Dark Mu Hiccup? 73
9.2 Crystal Ball 173
9.3 Magic Ball 175
9.4 Panorama 178
9.5 Infographic 179
9.6 Equidistant Cylindrical Projection 182
9.7 Globe 183
9.8 Photo Ball 184
9.9 Field of View 187
9.10 Capture 360 ​​Kishi Hiccup? 88
Summary 189
Chapter 10 Socialized VR Virtual Spaces 191
10.1 Multiplayer Networks 192
10.1.1 Network Services 192
10.1.2 Network Architecture 193
10.1.3 Local and Server 193
10.1.4 Unity’s Networking System 195
10.2 Building Simple Scenes 195
10.2.1 Create a scene environment 196
10.2.2 Create a virtual character's head 197
10.3 Add a multiplayer network 198
10.3.1 Network Manager and HUD 198 10.3.2
Network Identity and Transform198
10.3.3 Run as a host 199
10.3.4 Add a spawn point 199
10.3.5 Running two game instances 200
10.3.6 Associating avatars with first-person characters 201
10.4 Adding multiplayer to virtual reality 202
10.4.1 Oculus Rift players 202
10.4.2 Google Cardboard players 204
10.4.3 Next steps 206
10.5 Build and share A custom VRChat room 206
10.5.1 Prep and build a virtual world 207
10.5.2 Host the world 208
Summary 208
Chapter 11 The Future of Virtual Reality 210

Preamble

The Translator s Words 译者序毫无疑问,虚拟现实(VR)是科技界2016年最热的关键词。
这不仅是因为虚拟现实技术能够改变我们娱乐和游戏的方式,而且对于很多行业或领域都具有重要意义。比如,旅游业、电影行业、视频会议行业、医学行业、室内设计、房地产开发、军事演练、工业仿真、应急演练、文物古迹展示、教育、康复训练等都将可以应用虚拟现实技术增强用户体验,为业界带来巨大的价值。
而虚拟现实本身也包括一条很长的产业链,从虚拟现实硬件设备的制造到软件系统的研发,从操控技术到核心算法,从虚拟现实内容的采集到虚拟现实内容的生产,这些都带来了大量新的创业和就业机会。
得益于移动互联网和智能硬件的浪潮,软硬件技术成熟,消费级虚拟现实所需硬件设备的价格能够被普通人接受,最便宜的Google Cardboard仅用几十块钱就可以拥有。未来几年,虚拟现实必将快速融入我们的生活。
而对于对虚拟现实感兴趣的我们,最令人兴奋的事当然是通过学习参与创建自己的虚拟现实应用了。虚拟现实的关键技术点包括3D图形渲染、第一人称操控、头部运动跟踪、用户输入控制、镜头变形、全景场景、晕动症处理等。Unity 3D界面友好、上手较快,是当今最流行的3D引擎之一,也是最早支持虚拟现实的引擎之一,而Cardboard是成本最低廉的虚拟现实设备。当然,学习这些技术点最快速的开始方式是动手使用Unity 3D结合Google的Cardboard和手机开发简单的虚拟现实应用。
本书以循序渐进、深入浅出、具体案例讲述的方式引导读者走进虚拟现实的世界,相信读完此书后,读者不仅能够理解虚拟现实的基本原理并了解虚拟现实的关键技术点,还能够从书中的范例中学习和总结,进而结合Unity 3D引擎创建出自己卓越的虚拟现实应用。
即使你不是开发人员,也不熟悉3D图形学,仅对虚拟现实兴趣浓厚,原作者书中对于虚拟现实的深入理解也能够使你受益匪浅。
有幸翻译本书,非常感谢缪杰编辑和李静编辑对我的信任和帮助,感谢我的翻译伙伴吴迪的共同努力,感谢我的妻子对我的支持。
童明2016年8月于北京

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