Buch, Englisch, 276 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 427 g
Buch, Englisch, 276 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 427 g
ISBN: 978-0-367-27130-5
Verlag: CRC Press
Building Virtual Reality with Unity and Steam VR takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR 2.x libraries, this book and its example code are compatible with the main virtual reality (VR) head-mounted displays currently available. This book also looks at some of the main issues surrounding virtual reality, such as motion sickness and performance issues, providing practical ways to reduce their impact to make better VR experiences.
Key Features:
- Discusses some of the key issues facing virtual reality and provides helpful tips for making better VR experiences
- Practical examples geared to work with any headset compatible with SteamVR, including Oculus Rift, HTC Vive, and Valve Index
- Uses the SteamVR Interaction system for interactions such as picking up and throwing objects, operating user interfaces and capturing input events for your own scripts
- Explore advanced spatialized audio with Steam Audio.
- Discover how to build user interfaces for virtual reality, as well as discussing some best practices for VR-based user interface design
- Written by a games industry veteran with a proven track record, having worked for IBM Research in educational VR research projects and having made and launched VR experiences.
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
1. A brief introduction to the virtual world.2. Setting up your hardware for the first time.3. Setting up a Unity project with SteamVR.4. Building User Interface.5. Adding Simple interaction.6. Moving around the virtual world with a teleportation system.7. Pickig nad Interacting with Virtual Objects.8. Making the most of virtual reality with audio.9. Leap Motion and Otehr Controls.10 Camera Rig for seated and Standing.11 Strategies for reducing virtual reality sickness.12. Optimization and Polish.13. Further possibilities.




