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醉染图书Unity虚拟现实项目9787564170806
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Preface
Chapter 1: Virtually Everything for Everyone
What is virtual reality to you?
Types of head—mounted displays
Desktop VR
Mobile VR
The difference between virtual reality and augmented reality
Applications versus games
What this book covers
Who are you?
Types of VR experiences
Technical skills that are important to VR
Summary
Chapter 2: Objects and Scale
Getting started with Unity
Starting a new Unity project
The Unity editor
The default world space
Creating a simple diorama
Adding a cube
Adding a plane
Adding a sphere and some material
Changing the scene view
Adding a photo
Coloring the ground plane
Measurement tools
Keeping a unit cube handy
Using a Grid Projector
Measuring the Ethan character
Importing from the Blender experiment
An introduction to Blender
A unit cube
A UV Texture image
Importing into Unity
A few observations
Summary
Chapter 3: VR Build and Run
VR device integration software
Unitys built—in VR support
The device—speciffC SDK
The OSVR project
WebVR
3D worlds
Creating the MeMyselfEye prefab
Build for the Oculus Rift
Build for Google Cardboard
The Android setup
The iOS setup
Installing the Cardboard Unity package
Adding the camera
The build settings
The Play Mode
Building and running in Android
Building and running in iOS
The device—independent clicker
How virtual reality really works
Stereoscopic 3D viewing
Head tracking
Summary
Chapter 4: Gaze—based Control
Ethan,the walker
Artifily inteient Ethan
The Navmesh bakery
A random walker in the town
Interlude—a quick introduction to Unity programming
The RandomPosition script
Zombie—ize"Ethan!
Go where Im looking
The LookMoveTo script
Adding a feedback cursor
Observations
If looks could kill
The Kill Target script
Adding particle effects
Cleaning up
Summary
Chapter 5: World Space UI
A reusable default canvas
The visor HUD
The reticle cursor
The windshield HUD
The game element UI
The info bubble
An in.game dashboard with input events
Creating a dashboard with buttons
Linking the water hose to the buttons
Activating buttons from the script
Look to highlight a button
Looking and then clicking to select
Looking and staring to select
A responsive object Ulwith head gestures
Using the head position
Using head gestures
Summary
Chapter 6: First—person Character
Understanding the Unity characters
Unity components
The Camera component
The Rigidbody component
The Character Controller component
Unity Standard Assets
ThirdPersonController
AIThirdPersonController
FirstPersonController
RigidBodyFPSController
Making a first person
Move in the direction youre looking
Keep your feet on the ground
Dont pass throu&nsp;solid objects
Dont fall off the edge of the world
Stepping over small objects and handling uneven terrain
Start and stop moving
Using head gestures to sNso
User calibrations
A charactets heit
Recentering
Maintaining a sense of self
Head—body disconnect
Head and body...
...And feet
The body avatar
Virtual David le nose
Audio cues
Locomotion,teleportation,and sensors
Managing VR motion sickness
Summary
Chapter 7: Physics and the Environment
Unity physics
Bouncy balls
Headshots
Trampoline and brick
A human trampoline
Like a brick
Like a character
Interlude—environment and things
Wispy Sky
The planet Earth
The corporate logo
Blender
Unity
An elevator
Jumping
Summary
……
Chapter 8: Walk—throughs and Rendering
Chapter 9: Using All 360 Degrees
Chapter 10: So VR Metaverse
Chapter 11: Whats Next?
Index
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