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Unity虚拟现实项目-(影印版)

Unity虚拟现实项目-(影印版)

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2星价¥20.2 定价¥65.0

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  • ISBN:9787564170806
  • 装帧:暂无
  • 册数:暂无
  • 重量:暂无
  • 开本:32开
  • 页数:259
  • 出版时间:2017-04-01
  • 条形码:9787564170806 ; 978-7-5641-7080-6

本书特色

虚拟现实是什么?戴上头置式显示器,你会看到 立体化的3D场景,转动头部环顾周围,然后使用手持 控制器或传感器四下走动,你可以感受全方位的沉浸 式体验。除此之外,Unity还是一个功能强大的游戏 引擎,可以用于构建VR应用,为你的游戏带来焕然一 新的交互性。
乔纳森·林诺维斯编*的《Unity虚拟现实项目( 影印版)(英文版)》将教授使用Unity进行虚拟现实开 发的方方面面。你将学会如何使用Unity开发特定设 备(如Oculus Rift和Google Cardboard)上的VR应 用,如何同虚拟世界打交道。本书借助生动有趣的项 目向你展示如何构建各种VR体验。除此之外,你将通 过Unity编辑器和C#来深入学习Unity 3D游戏引擎。
在本书*后,你将有能力使用Unity设计出内容 丰富的交互式虚拟现实体验。

内容简介

本书将教授使用Unity进行虚拟现实开发的方方面面。你将学会如何使用Unity开发特定设备上(如Oculus Rift和Google Cardboard)的VR应用,如何同虚拟世界打交道。借助生动有趣的项目向你展示如何构建各种VR体验。除此之外,还通过Unity编辑器和C#来深入学习Unity 3D游戏引擎。在本书*后,你将有能力使用Unity设计出内容丰富的交互式虚拟现实体验。

目录

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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