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Explore the world of augmented reality development with the latest
features of Unity and step-by-step tutorial-style examples with
easy-to-understand explanations Key Features Build functional and
interactive augmented reality applications using the Unity 3D game
engine Learn to use Unity's XR and AR components, including AR
Foundation and other standard Unity features Implement common AR
application user experiences needed to build engaging applications
Book DescriptionAugmented reality applications allow people to
interact meaningfully with the real world through digitally
enhanced content. The book starts by helping you set up for AR
development, installing the Unity 3D game engine, required
packages, and other tools to develop for Android (ARCore) and/or
iOS (ARKit) mobile devices. Then we jump right into the building
and running AR scenes, learning about AR Foundation components,
other Unity features, C# coding, troubleshooting, and testing. We
create a framework for building AR applications that manages user
interaction modes, user interface panels, and AR onboarding
graphics that you will save as a template for reuse in other
projects in this book. Using this framework, you will build
multiple projects, starting with a virtual photo gallery that lets
you place your favorite framed photos on your real-world walls, and
interactively edit these virtual objects. Other projects include an
educational image tracking app for exploring the solar system, and
a fun selfie app to put masks and accessories on your face. The
book provides practical advice and best practices that will have
you up and running quickly. By the end of this AR book, you will be
able to build your own AR applications, engaging your users in new
and innovative ways. What you will learn Discover Unity engine
features for building AR applications and games Get up to speed
with Unity AR Foundation components and the Unity API Build a
variety of AR projects using best practices and important AR user
experiences Understand the core concepts of augmented reality
technology and development for real-world projects Set up your
system for AR development and learn to improve your development
workflow Create an AR user framework with interaction modes and UI,
saved as a template for new projects Who this book is forThis
augmented reality book is for game developers interested in adding
AR capabilities to their games and apps. The book assumes
beginner-level knowledge of Unity development and C# programming,
familiarity with 3D graphics, and experience in using existing AR
applications. Beginner-level experience in developing mobile
applications will be helpful to get the most out of this AR Unity
book.
Explore the latest features of Unity and build VR experiences
including first-person interactions, audio fireball games,
360-degree media, art gallery tours, and VR storytelling Key
Features Discover step-by-step instructions and best practices to
begin your VR development journey Explore Unity features such as
URP rendering, XR Interaction Toolkit, and ProBuilder Build
impressive VR-based apps and games that can be experienced using
modern devices like Oculus Rift and Oculus Quest Book
DescriptionThis third edition of the Unity Virtual Reality (VR)
development guide is updated to cover the latest features of Unity
2019.4 or later versions - the leading platform for building VR
games, applications, and immersive experiences for contemporary VR
devices. Enhanced with more focus on growing components, such as
Universal Render Pipeline (URP), extended reality (XR) plugins, the
XR Interaction Toolkit package, and the latest VR devices, this
edition will help you to get up to date with the current state of
VR. With its practical and project-based approach, this book covers
the specifics of virtual reality development in Unity. You'll learn
how to build VR apps that can be experienced with modern devices
from Oculus, VIVE, and others. This virtual reality book presents
lighting and rendering strategies to help you build cutting-edge
graphics, and explains URP and rendering concepts that will enable
you to achieve realism for your apps. You'll build real-world VR
experiences using world space user interface canvases, locomotion
and teleportation, 360-degree media, and timeline animation, as
well as learn about important VR development concepts, best
practices, and performance optimization and user experience
strategies. By the end of this Unity book, you'll be fully equipped
to use Unity to develop rich, interactive virtual reality
experiences. What you will learn Understand the current state of
virtual reality and VR consumer products Get started with Unity by
building a simple diorama scene using Unity Editor and imported
assets Configure your Unity VR projects to run on VR platforms such
as Oculus, SteamVR, and Windows immersive MR Design and build a VR
storytelling animation with a soundtrack and timelines Implement an
audio fireball game using game physics and particle systems Use
various software patterns to design Unity events and interactable
components Discover best practices for lighting, rendering, and
post-processing Who this book is forWhether you're a non-programmer
unfamiliar with 3D computer graphics or experienced in both but new
to virtual reality, if you're interested in building your own VR
games or applications, this Unity book is for you. Any experience
in Unity will be useful but is not necessary.
Explore the latest features of Unity 2018 to create immersive VR
projects for Oculus Rift, HTC Vive, Daydream and Gear VR Key
Features A project-based guide to teach you how to develop
immersive and fun VR applications using Unity 3D Build experiences
with interactable objects, physics, UI, animations, C# scripting,
and other Unity features Explore the world of VR by building
experiences such as diorama, first-person characters, 360-degree
projections, social VR, audio fireball game, and VR storytelling
Book DescriptionUnity has become the leading platform for building
virtual reality games, applications, and experiences for this new
generation of consumer VR devices. Unity Virtual Reality Projects
walks you through a series of hands-on tutorials and in-depth
discussions on using the Unity game engine to develop VR
applications. With its practical and project-based approach, this
book will get you up to speed with the specifics of VR development
in Unity. You will learn how to use Unity to develop VR
applications that can be experienced with devices such as Oculus,
Daydream, and Vive. Among the many topics and projects, you will
explore gaze-based versus hand-controller input, world space UI
canvases, locomotion and teleportation, software design patterns,
360-degree media, timeline animation, and multiplayer networking.
You will learn about the Unity 3D game engine via the interactive
Unity Editor, and you will also learn about C# programming. By the
end of the book, you will be fully equipped to develop rich,
interactive VR experiences using Unity. What you will learn Create
3D scenes with Unity and other 3D tools while learning about world
space and scale Build and run VR applications for specific
headsets, including Oculus, Vive, and Daydream Interact with
virtual objects using eye gaze, hand controllers, and user input
events Move around your VR scenes using locomotion and
teleportation Implement an audio fireball game using physics and
particle systems Implement an art gallery tour with teleportation
and data info Design and build a VR storytelling animation with a
soundtrack and timelines Create social VR experiences with Unity
networking Who this book is forIf you're a non-programmer
unfamiliar with 3D computer graphics, or experienced in both but
new to virtual reality, and are interested in building your own VR
games or applications, then this book is for you. Any experience in
Unity is an advantage.
Get close and comfortable with Unity and build applications that
run on HoloLens, Daydream, and Oculus Rift Key Features Build fun
augmented reality applications using ARKit, ARCore, and Vuforia
Explore virtual reality by developing more than 10 engaging
projects Learn how to integrate AR and VR concepts together in a
single application Book DescriptionUnity is the leading platform to
develop mixed reality experiences because it provides a great
pipeline for working with 3D assets. Using a practical and
project-based approach, this Learning Path educates you about the
specifics of AR and VR development using Unity 2018 and Unity 3D.
You'll learn to integrate, animate, and overlay 3D objects on your
camera feed, before moving on to implement sensor-based AR
applications. You'll explore various concepts by creating an AR
application using Vuforia for both macOS and Windows for Android
and iOS devices. Next, you'll learn how to develop VR applications
that can be experienced with devices, such as Oculus and Vive.
You'll also explore various tools for VR development: gaze-based
versus hand controller input, world space UI canvases, locomotion
and teleportation, timeline animation, and multiplayer networking.
You'll learn the Unity 3D game engine via the interactive Unity
Editor and C# programming. By the end of this Learning Path, you'll
be fully equipped to develop rich, interactive mixed reality
experiences using Unity. This Learning Path includes content from
the following Packt products: Unity Virtual Reality Projects -
Second Edition by Jonathan Linowes Unity 2018 Augmented Reality
Projects by Jesse Glover What you will learn Create 3D scenes to
learn about world space and scale Move around your scenes using
locomotion and teleportation Create filters or overlays that work
with facial recognition software Interact with virtual objects
using eye gaze, hand controllers, and user input events Design and
build a VR storytelling animation with a soundtrack and timelines
Create social VR experiences with Unity networking Who this book is
forIf you are a game developer familiar with 3D computer graphics
and interested in building your own AR and VR games or
applications, then this Learning Path is for you. Any prior
experience in Unity and C# will be an advantage. In all, this
course teaches you the tools and techniques to develop engaging
mixed reality applications.
Build exciting AR applications on mobile and wearable devices with
Unity 3D, Vuforia, ARToolKit, Microsoft Mixed Reality HoloLens,
Apple ARKit, and Google ARCore About This Book * Create unique AR
applications from scratch, from beginning to end, with step-by-step
tutorials * Use Unity 3D to efficiently create AR apps for Android,
iOS, and Windows platforms * Use Vuforia, ARTookKit, Windows Mixed
Reality, and Apple ARKit to build AR projects for a variety of
markets * Learn best practices in AR user experience, software
design patterns, and 3D graphics Who This Book Is For The ideal
target audience for this book is developers who have some
experience in mobile development, either Android or iOS. Some broad
web development experience would also be beneficial. What You Will
Learn * Build Augmented Reality applications through a
step-by-step, tutorial-style project approach * Use the Unity 3D
game engine with the Vuforia AR platform, open source ARToolKit,
Microsoft's Mixed Reality Toolkit, Apple ARKit, and Google ARCore,
via the C# programming language * Implement practical demo
applications of AR including education, games, business marketing,
and industrial training * Employ a variety of AR recognition modes,
including target images, markers, objects, and spatial mapping *
Target a variety of AR devices including phones, tablets, and
wearable smartglasses, for Android, iOS, and Windows HoloLens *
Develop expertise with Unity 3D graphics, UIs, physics, and event
systems * Explore and utilize AR best practices and software design
patterns In Detail Augmented Reality brings with it a set of
challenges that are unseen and unheard of for traditional web and
mobile developers. This book is your gateway to Augmented Reality
development-not a theoretical showpiece for your bookshelf, but a
handbook you will keep by your desk while coding and architecting
your first AR app and for years to come. The book opens with an
introduction to Augmented Reality, including markets, technologies,
and development tools. You will begin by setting up your
development machine for Android, iOS, and Windows development,
learning the basics of using Unity and the Vuforia AR platform as
well as the open source ARToolKit and Microsoft Mixed Reality
Toolkit. You will also receive an introduction to Apple's ARKit and
Google's ARCore! You will then focus on building AR applications,
exploring a variety of recognition targeting methods. You will go
through multiple complete projects illustrating key market sectors
including business marketing, education, industrial training, and
gaming. By the end of the book, you will have gained the necessary
knowledge to make quality content appropriate for a range of AR
devices, platforms, and intended uses. Style and approach This book
adopts a practical, step-by-step, tutorial-style approach. The
design principles and methodology will be explained by creating
different modules of the AR app.
Explore the world of Virtual Reality by building immersive and fun
VR projects using Unity 3D About This Book * Learn the basic
principles of virtual reality applications and get to know how they
differ from games and desktop apps * Build various types of VR
experiences, including diorama, first-person characters, riding on
rails, 360 degree projections, and social VR * A project-based
guide that teaches you to use Unity to develop VR applications,
which can be experienced with devices such as the Oculus Rift or
Google Cardboard Who This Book Is For If you're a non-programmer
unfamiliar with 3D computer graphics, or experienced in both but
new to virtual reality, and are interested in building your own VR
games or applications then this book is for you. Any experience in
Unity is an advantage. What You Will Learn * Create 3D scenes with
Unity and Blender while learning about world space and scale *
Build and run VR applications for consumer headsets including
Oculus Rift and Google Cardboard * Build interactive environments
with physics, gravity, animations, and lighting using the Unity
engine * Experiment with various user interface (UI) techniques
that you can use in your VR applications * Implement the
first-person and third-person experiences that use only head motion
gestures for input * Create animated walkthroughs, use 360-degree
media, and build multi-user social VR experiences * Learn about the
technology and psychology of VR including rendering, performance
and VR motion sickness * Gain introductory and advanced experience
in Unity programming with the C# language In Detail What is
consumer "virtual reality"? Wearing a head-mounted display you view
stereoscopic 3D scenes. You can look around by moving your head,
and walk around using hand controls or motion sensors. You are
engaged in a fully immersive experience. On the other hand, Unity
is a powerful game development engine that provides a rich set of
features such as visual lighting, materials, physics, audio,
special effects, and animation for creating 2D and 3D games. Unity
5 has become the leading platform for building virtual reality
games, applications and experiences for this new generation of
consumer VR devices. Using a practical and project-based approach,
this book will educate you about the specifics of virtual reality
development in Unity. You will learn how to use Unity to develop VR
applications which can be experienced with devices such as the
Oculus Rift or Google Cardboard. We will then learn how to engage
with virtual worlds from a third person and first person character
point of view. Furthermore, you will explore the technical
considerations especially important and possibly unique to VR. The
projects in the book will demonstrate how to build a variety of VR
experiences. You will be diving into the Unity 3D game engine via
the interactive Unity Editor as well as C-Sharp programming. By the
end of the book, you will be equipped to develop rich, interactive
virtual reality experiences using Unity. So, let's get to it! Style
and approach This book takes a practical, project-based approach to
teach specifics of virtual reality development in Unity. Using a
reader-friendly approach, this book will not only provide detailed
step-by-step instructions but also discuss the broader context and
applications covered within.
Develop mobile virtual reality apps using the native Google
Cardboard SDK for Android About This Book * Learn how to build
practical applications for Google's popular DIY VR headset * Build
a reusable VR graphics engine on top of the Cardboard Java SDK and
OpenGL ES graphics libraries * The projects in this book will
showcase a different aspect of Cardboard development-from 3D
rendering to handling user input Who This Book Is For The book is
for established Android developers with a good knowledge level of
Java. No prior OpenGL or graphics knowledge is required. No prior
experience with Google Cardboard is expected, but those who are
familiar with Cardboard and are looking for projects to expand
their knowledge can also benefit from this book. What You Will
Learn * Build Google Cardboard virtual reality applications *
Explore the ins and outs of the Cardboard SDK Java classes and
interfaces, and apply them to practical VR projects * Employ
Android Studio, Android SDK, and the Java language in a
straightforward manner * Discover and use software development and
Android best practices for mobile and Cardboard applications,
including considerations for memory management and battery life *
Implement user interface techniques for menus and gaze-based
selection within VR * Utilize the science, psychology, mathematics,
and technology behind virtual reality, especially those pertinent
to mobile Cardboard VR experiences * Understand Cardboard VR best
practices including those promoted by Google Design Lab. In Detail
Google Cardboard is a low-cost, entry-level media platform through
which you can experience virtual reality and virtual 3D
environments. Its applications are as broad and varied as mobile
smartphone applications themselves. This book will educate you on
the best practices and methodology needed to build effective,
stable, and performant mobile VR applications. In this book, we
begin by defining virtual reality (VR) and how Google Cardboard
fits into the larger VR and Android ecosystem. We introduce the
underlying scientific and technical principles behind VR, including
geometry, optics, rendering, and mobile software architecture. We
start with a simple example app that ensures your environment is
properly set up to write, build, and run the app. Then we develop a
reusable VR graphics engine that you can build upon. And from then
on, each chapter is a self-contained project where you will build
an example from a different genre of application, including a 360
degree photo viewer, an educational simulation of our solar system,
a 3D model viewer, and a music visualizer. Given the recent updates
that were rolled out at Google I/O 2016, the authors of Cardboard
VR Projects for Android have collated some technical notes to help
you execute the projects in this book with Google VR Cardboard Java
SDK 0.8, released in May 2016. Refer to the article at
https://www.packtpub.com/sites/default/files/downloads/GoogleVRUpdateGuideforCardbook.pdf
which explains the updates to the source code of the projects.
Style and approach This project based guide is written in a
tutorial-style project format, where you will learn by doing. It is
accompanied by in-depth explanations and discussions of various
technologies, and provides best practices and techniques.
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