我的作品之《Unity虚拟现实开发实战》,翻译自《Unity Virtual Reality Projects》

Jonathan Linowes (作者), 童明 (译者)
文中示例代码下载 : http://download.csdn.net/detail/cuit/9719593

亚马逊 京东 China-Pub 当当

目录

  • 列表内容

    • 译者序
    • 审校者简介
    • 前言
    • 第1章万物皆可虚拟1
      1.1虚拟现实对你来说意味着什么2
      1.2头戴式显示器的类型4
      1.2.1桌面VR4
      1.2.2移动VR4
      1.3虚拟现实与增强现实的区别5
      1.4应用与游戏5
      1.5本书涵盖的内容8
      1.6VR体验类型9
      1.7VR必备技能9
      小结10
    • 第2章 物体和缩放比例12
      2.1开始使用Unity12
      2.1.1新建Unity项目13
      2.1.2Unity编辑器13
      2.1.3默认世界坐标系14
      2.2创建简单的透视图15
      2.2.1添加立方体15
      2.2.2添加平面16
      2.2.3添加球体和材质17
      2.2.4改变场景视图19
      2.2.5添加照片20
      2.2.6给地平面着色21
      2.3测量工具22
      2.3.1随手保留一个单位立方体22
      2.3.2使用网格投影器22
      2.3.3测量Ethan角色23
      2.4从Blender 实验中导入25
      2.5Blender简介25
      2.5.1立方体28
      2.5.2UV纹理图片28
      2.5.3导入Unity30
      2.5.4观察者31
      小结32
    • 第3章 虚拟现实的构建和运行33
      3.1虚拟现实设备集成的软件34
      3.1.1Unity对虚拟现实的内置支持34
      3.1.2设备特有的SDK34
      3.1.3开源虚拟现实项目 34
      3.1.4WebVR35
      3.1.53D世界35
      3.2创建MeMyselfEye预制件36
      3.3为 Oculus Rift构建项目37
      3.4为 Google Cardboard构建项目37
      3.4.1配置Android环境38
      3.4.2配置iOS38
      3.4.3安装Cardboard的Unity包38
      3.4.4添加摄像机39
      3.4.5构建设置39
      3.4.6试玩模式39
      3.4.7构建并在Android中运行40
      3.4.8构建并在iOS中运行40
      3.5不依赖于设备的点击器类41
      3.6虚拟现实设备的运行原理42
      3.6.13D立体视图42
      3.6.2头部跟踪45
      小结47
    • 第4章 基于凝视的操控48
      4.1步行者Ethan49
      4.1.1人工智能Ethan49
      4.1.2Navmesh 烘焙50
      4.1.3镇上的游走者51
      4.1.4插曲—Unity编程简介51
      4.1.5RandomPosition脚本53
      4.1.6“僵尸”Ethan55
      4.2向我看的方向行走56
      4.2.1LookMoveTo脚本57
      4.2.2添加反馈光标59
      4.2.3观察者60
      4.3如果眼神可以杀人61
      4.3.1KillTarget脚本61
      4.3.2添加粒子效果63
      4.3.3清理工作64
      小结64
    • 第5章 世界坐标系UI66
      5.1可重用的默认canvas67
      5.2护目镜HUD71
      5.3十字光标73
      5.4挡风玻璃HUD75
      5.5游戏元素UI77
      5.6信息框79
      5.7响应输入事件的游戏内仪表板82
      5.7.1用按钮创建仪表板83
      5.7.2连接水管与按钮 85
      5.7.3用脚本激活按钮86
      5.7.4用注视高亮显示按钮88
      5.7.5注视并点击选择90
      5.7.6注视并聚焦选择91
      5.8带有头部姿势的响应式UI93
      5.8.1使用头部的位置93
      5.8.2使用头部的姿势95
      小结98
    • 第6章 第一人称角色99
      6.1深入理解Unity角色100
      6.1.1Unity组件100
      6.1.2Unity 的Standard Assets102
      6.2制作第一人称角色104
      6.2.1在直视的方向上移动105
      6.2.2保持脚着地106
      6.2.3不要穿透固体106
      6.2.4不要在边缘坠落108
      6.2.5跨越小物体并处理崎岖路面108
      6.2.6开始和停止移动109
      6.2.7使用头部姿势开和关109
      6.3用户校准110
      6.3.1角色的身高111
      6.3.2玩家的真实身高112
      6.3.3回到中心位置113
      6.4保持自我感113
      6.4.1身首分离114
      6.4.2头部和身体115
      6.4.3双脚115
      6.4.4身体的虚拟角色117
      6.4.5虚拟的David le 鼻子118
      6.4.6声音提示119
      6.5移动、传送和传感器120
      6.6对付VR 晕动症122
      小结123
    • 第7章 物理组件和周边环境125
      7.1 Unity的物理组件126
      7.2 弹力球127
      7.3 用头部射击131
      7.4 蹦床与弹力球134
      7.5 人类的蹦床135
      7.5.1 像一块砖135
      7.5.2 像一个人物角色136
      7.6 插曲—环境和万物139
      7.6.1 缥缈的天空140
      7.6.2 行星地球140
      7.6.3 企业标识140
      7.7 升降机142
      7.8 跳起来143
      小结145
    • 第8章 漫游和渲染146
      8.1 用Blender构建147
      8.1.1 墙体147
      8.1.2 天花板150
      8.2 用Unity组装场景153
      8.2.1 画廊153
      8.2.2艺术品部件154
      8.2.3 展览计划156
      8.3 添加图片到画廊中157
      8.4 漫游动画160
      8.4.1 Unity的动画系统160
      8.4.2 脚本动画161
      8.5 优化性能和舒适感163
      8.5.1 优化实现和内容164
      8.5.2 优化Unity渲染流水线166
      8.5.3 优化目标硬件和驱动169
      8.5.4 Unity Profiler170
      小结171
    • 第9章 利用360°172
      9.1 360暗亩嗝教?73
      9.2 水晶球173
      9.3 魔法球175
      9.4 全景图178
      9.5 信息图179
      9.6 等距圆柱投影182
      9.7 地球仪183
      9.8 照片球184
      9.9 视野187
      9.10 捕捉360岸嗝教?88
      小结189
    • 第10章 社交化的VR虚拟空间191
      10.1 多玩家网络192
      10.1.1 网络服务192
      10.1.2 网络架构193
      10.1.3 本地与服务器193
      10.1.4 Unity的网络系统195
      10.2 建立简单的场景195
      10.2.1 创建场景环境196
      10.2.2 创建虚拟角色的头部197
      10.3 添加多玩家网络198
      10.3.1 Network Manager和HUD198
      10.3.2 Network Identity 和Transform198
      10.3.3 作为一个主机运行199
      10.3.4 添加出生点位199
      10.3.5 运行两个游戏实例200
      10.3.6 关联虚拟角色与第一人称角色201
      10.4 添加多玩家到虚拟现实202
      10.4.1 Oculus Rift玩家202
      10.4.2 Google Cardboard 玩家204
      10.4.3 下一步206
      10.5 构建和共享一个自定义的VRChat房间206
      10.5.1 预备并构建虚拟世界207
      10.5.2 承载这个世界208
      小结208
    • 第11章 虚拟现实的未来210
Today, we are witnesses to the burgeoning of virtual reality (VR), an exciting new technology that promises to transform in a fundamental way how we interact with our information, friends, and the world at large. What is consumer virtual reality? By wearing a head-mounted display (such as goggles), you can view stereoscopic 3D scenes. You can look around by moving your head and walk around by using hand controls or motion sensors. You can engage in a fully immersive experience. It's like you're really in some other virtual world. This book takes a practical, project-based approach to teach you the speci cs of virtual reality development with the Unity 3D game engine. We walk through a series of hands-on projects, step-by-step tutorials, and in-depth discussions using Unity 5 and other free or open source software. While VR technology is rapidly advancing, we'll try to capture the basic principles and techniques that you can use to make your VR games and applications immersive and comfortable. You will learn how to use Unity to develop VR applications that can be experienced with devices such as the Oculus Rift or Google Cardboard. We'll cover technical considerations that are especially important and possibly unique to VR. By the end of this book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. What this book covers Chapter 1, Virtually Everything for Everyone, is an introduction to the new technologies and opportunities in consumer virtual reality (VR) as regards games and non-gaming applications. Chapter 2, Objects and Scale, discusses how you can build a simple diorama scene. It introduces the Unity 3D game engine as well as Blender for 3D modeling and explores the issues of world coordinates and scale. Chapter 3, VR Build and Run, helps you con gure your project to run on a VR headset, such as the Oculus Rift and Google Cardboard (Android or iOS). Then, we go into detail about how the VR hardware and software works. Chapter 4, Gaze-based Control, explores the relationship between the VR camera and objects in the scene, including 3D cursors and gaze-based ray guns. This chapter also introduces Unity scripting in the C# programming language. Chapter 5, World Space UI, implements many examples of user interface (UI) for VR, which includes a heads-up display (HUD), info-bubbles, and in-game objects with a lot of code and explanations. Chapter 6, First-person Character, dissects the Unity character objects and components, which are used to build our own rst-person character with gaze-based navigation. Then, we'll explore the experience of having a rst-person virtual body and consider the issue of motion sickness. Chapter 7, Physics and the Environment, dives into the Unity physics engine, components, and materials as we learn to work with forces and gravity in a number of VR project examples and games. Chapter 8, Walk-throughs and Rendering, helps us build a 3D architectural space and implement a virtual walk-through. We also talk about rendering in Unity and performance optimizations. Chapter 9, Using All 360 Degrees, uses 360-degree media in a variety of projects, including globes, panoramas, and photospheres. We also have a discussion on how it all works. Chapter 10, Social VR Metaverse, explores the multiplayer implementations with VR using the Unity 5 networking components. We also have a look at VRChat as an example of an extensible platform for social VR. Chapter 11, What's Next?, in this chapter the author comments about the potential of this exciting technology.
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