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Unity虛擬現(xiàn)實項目-(影印版)

出版社:東南大學出版社出版時間:2017-04-01
開本: 32開 頁數(shù): 259
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Unity虛擬現(xiàn)實項目-(影印版) 版權(quán)信息

Unity虛擬現(xiàn)實項目-(影印版) 本書特色

虛擬現(xiàn)實是什么?戴上頭置式顯示器,你會看到 立體化的3D場景,轉(zhuǎn)動頭部環(huán)顧周圍,然后使用手持 控制器或傳感器四下走動,你可以感受全方位的沉浸 式體驗。除此之外,Unity還是一個功能強大的游戲 引擎,可以用于構(gòu)建VR應(yīng)用,為你的游戲帶來煥然一 新的交互性。
喬納森·林諾維斯編*的《Unity虛擬現(xiàn)實項目( 影印版)(英文版)》將教授使用Unity進行虛擬現(xiàn)實開 發(fā)的方方面面。你將學會如何使用Unity開發(fā)特定設(shè) 備(如Oculus Rift和Google Cardboard)上的VR應(yīng) 用,如何同虛擬世界打交道。本書借助生動有趣的項 目向你展示如何構(gòu)建各種VR體驗。除此之外,你將通 過Unity編輯器和C#來深入學習Unity 3D游戲引擎。
在本書*后,你將有能力使用Unity設(shè)計出內(nèi)容 豐富的交互式虛擬現(xiàn)實體驗。

Unity虛擬現(xiàn)實項目-(影印版) 內(nèi)容簡介

本書將教授使用Unity進行虛擬現(xiàn)實開發(fā)的方方面面。你將學會如何使用Unity開發(fā)特定設(shè)備上(如Oculus Rift和Google Cardboard)的VR應(yīng)用,如何同虛擬世界打交道。借助生動有趣的項目向你展示如何構(gòu)建各種VR體驗。除此之外,還通過Unity編輯器和C#來深入學習Unity 3D游戲引擎。在本書*后,你將有能力使用Unity設(shè)計出內(nèi)容豐富的交互式虛擬現(xiàn)實體驗。

Unity虛擬現(xiàn)實項目-(影印版) 目錄

Preface Chapter 1: Virtuall Eve th'm for Eve oneWhat is virtual reality to you?Types of head-mounted displaysDesktop VRMobile VRThe difference between virtual reality and augmented realityApplications versus gamesWhat this book coversWho are you?Types of VR experiencesTechnical skills that are important to VRSummary Chapter 2: Objects and ScaleGetting started with UnityStarting a new Unity projectThe Unity editorThe default world spaceCreating a simple dioramaAdding a cubeAdding a planeAdding a sphere and some materialChanging the scene viewAdding a photoColoring the ground planeMeasurement toolsKeeping a unit cube handyUsing a Grid ProjectorMeasuring the Ethan characterImporting from the Blender experimentAn introduction to BlenderA unit cubeA UV Texture imageImporting into UnityA few observationsSummary Chapter 3: VR Build and RunVR device integration softwareUnity's built-in VR supportThe device-specific SDKThe OSVR projectWebVR3D worldsCreating the MeMyselfEye prefabBuild for the Oculus RiftBuild for Google CardboardThe Android setupThe iOS setupInstalling the Cardboard Unity packageAdding the cameraThe build settingsThe Play ModeBuilding and running in AndroidBuilding and running in iOSThe device-independent clickerHow virtual reality really worksStereoscopic 3D viewingHead trackingSummary Chapter 4: Gaze-based ControlEthan, the walkerArtificially intelligent EthanThe Navmesh bakeryA random walker in the townInterlude - a quick introduction to Unity programmingThe RandomPosition script"Zombie-ize" Ethan!Go where I'm lookingThe LookMoveTo scriptAdding a feedback cursorObservationsIf looks could killThe KillTarget scriptAdding particle effectsCleaning upSummary Chapter 5: World Space UIA reusable default canvasThe visor HUDThe reticle cursorThe windshield HUDThe game element UIThe info bubbleAn in-game dashboard with input eventsCreating a dashboard with buttonsLinking the water hose to the buttonsActivating buttons from the scriptLook to highlight a buttonLooking and then clicking to selectLooking and staring to selectA responsive object UI with head gesturesUsing the head positionUsing head gesturesSummary Chapter 6: First-person CharacterUnderstanding the Unity charactersUnity componentsThe Camera componentThe Rigidbody componentThe Character Controller componentUnity Standard AssetsThirdPersonControllerAIThirdPersonControllerFirstPersonControllerRigidBodyFPSControllerMaking a first personMove in the direction you're lookingKeep your feet on the groundDon't pass through solid objectsDon't fall off the edge of the worldStepping over small objects and handling uneven terrainStart and stop movingUsing head gestures to start/stopUser calibrationsA character's heightReal-life height of a playerRecenteringMaintaining a sense of selfHead-body disconnectHead and body......And feetThe body avatarVirtual David le noseAudio cuesLocomotion, teleportation, and sensorsManaging VR motion sicknessSummary Chapter 7: Physics and the EnvironmentUnity physicsBouncy ballsHeadshotsTrampoline and brickA human trampolineLike a brickLike a characterInterlude - environment and thingsWispy SkyThe planet EarthThe corporate logoBlenderUnityAn elevatorJumpingSummary Chapter 8: Walk-throughs and RenderingBuilding in BlenderWallsCeilingAssemble the scene in UnityThe gallery roomThe artwork rigThe exhibition planAdding photos to the galleryAn animated walk-throughUnity's animation systemScripted animationOptimizing for performance and comfortOptimizing your implementation and contentSimplify your modelsUsing texture maps instead of complex meshesLimiting the objects to be drawnLighting and shadow performanceOptimizing your scriptsOptimizing for the Unity rendering pipelineLife's a batchMultipass pixel fillingOther rendering tipsOptimizing for the target hardware and driversUnity ProfilerSummary Chapter 9: Using All 360 Degrees360-degree mediaCrystal ballsMagic orbsPanoramasInfographicsEquirectangular projectionsGlobesPhotospheresField of view- FOVCapturing a 360-degree mediaSummary Chapter 10: Social VR MetaverseMultiplayer networkingNetworking servicesThe network architectureLocal versus serverThe Unity networking systemSetting up a simple sceneCreating a scene environmentCreating an avatar headAdding multiplayer networkingNetwork Manager and HUDNetwork Identity and TransformRunning as a hostAdding spawn positionsRunning two instances of the gameAssociating avatar with the first-person characterAdding multiplayer virtual realityThe Oculus Rift playersThe Google Cardboard playersNext stepsBuilding and sharing a custom VRChat roomPreparing and building the worldHost the worldSummary Chapter 11: What's Next? Index
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