The Resource Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D, Jonathan Linowes
Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D, Jonathan Linowes
Resource Information
The item Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D, Jonathan Linowes represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in Delaware County District Library.This item is available to borrow from all library branches.
Resource Information
The item Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D, Jonathan Linowes represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in Delaware County District Library.
This item is available to borrow from all library branches.
- Summary
- If you are 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. 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
- Language
- eng
- Extent
- xiii, 259 pages
- Note
- Includes index
- Contents
-
- Virtually everything for everyone : What is virtual reality to you? ; Types of head-mounted displays ; The difference between virtual reality and augmented reality ; Applications versus games ; Types of VR experiences ; Technical skills that are important to VR
- Objects and scale : Getting started with Unity ; Creating a simple diorama ; Measurement tools ; Importing from the Blender experiment ; An introduction to Blender
- VR build and run : VR device integration software ; Creating the MeMyselfEye prefab ; Build for the Oculus Rift ; Building for the Google Cardboard ; The device-independent clicker ; How virtual reality really works
- Gaze-based control : Ethan, the walker ; Go where I'm looking ; If looks could kill
- 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 ; A responsive object UI with head gestures
- First-person character : Understanding the Unity characters : Unity components; Unity standard assets ; Making a first person ; User calibrations ; Maintaining a sense of self ; Locomotion, teleportation, and sensors ; Managing VR motion sickness
- Physics and the environment : Unity physics ; Bouncy balls ; Headshots ; Trampoline and brick ; A human trampoline ; Interlude: environment and things ; An elevator ; Jumping
- Walk-throughs and rendering : Building in Blender ; Assemble the scene in Unity ; Adding photos to the gallery ; An animated walk-through
- Optimizing for performance and comfort : Optimizing your implementation and content; Optimizing for the Unity rendering pipeline; Optimizing for the target hardware and drivers; Unity Profiler
- Using all 360 degrees : 360-degree media ; Crystal balls ; Magic orbs ; Panoramas ; Infographics ; Eqirectangular projections ; Globes ; Photospheres ; Field of view: FOV ; Capturing a 360-degree media
- Social VR metaverse : Multiplayer networking ; Setting up a simple scene ; Adding multiplayer networking ; Adding multiplayer virtual reality ; Building and sharing a custom VRChat room
- What's next?
- Isbn
- 9781783988556
- Label
- Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D
- Title
- Unity virtual reality projects
- Title remainder
- explore the world of virtual reality by building immersive and fun VR projects using Unity 3D
- Statement of responsibility
- Jonathan Linowes
- Title variation
- Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D
- Language
- eng
- Summary
- If you are 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. 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
- Cataloging source
- IMF
- http://library.link/vocab/creatorName
- Linowes, Jonathan
- Dewey number
- 794.8152
- Illustrations
- illustrations
- Index
- index present
- Literary form
- non fiction
- Series statement
- Community experience distilled
- http://library.link/vocab/subjectName
-
- Computer simulation
- Virtual reality
- Label
- Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D, Jonathan Linowes
- Note
- Includes index
- Carrier category
- volume
- Carrier category code
-
- nc
- Carrier MARC source
- rdacarrier.
- Content category
- text
- Content type code
-
- txt
- Content type MARC source
- rdacontent.
- Contents
- Virtually everything for everyone : What is virtual reality to you? ; Types of head-mounted displays ; The difference between virtual reality and augmented reality ; Applications versus games ; Types of VR experiences ; Technical skills that are important to VR -- Objects and scale : Getting started with Unity ; Creating a simple diorama ; Measurement tools ; Importing from the Blender experiment ; An introduction to Blender -- VR build and run : VR device integration software ; Creating the MeMyselfEye prefab ; Build for the Oculus Rift ; Building for the Google Cardboard ; The device-independent clicker ; How virtual reality really works -- Gaze-based control : Ethan, the walker ; Go where I'm looking ; If looks could kill -- 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 ; A responsive object UI with head gestures -- First-person character : Understanding the Unity characters : Unity components; Unity standard assets ; Making a first person ; User calibrations ; Maintaining a sense of self ; Locomotion, teleportation, and sensors ; Managing VR motion sickness -- Physics and the environment : Unity physics ; Bouncy balls ; Headshots ; Trampoline and brick ; A human trampoline ; Interlude: environment and things ; An elevator ; Jumping -- Walk-throughs and rendering : Building in Blender ; Assemble the scene in Unity ; Adding photos to the gallery ; An animated walk-through -- Optimizing for performance and comfort : Optimizing your implementation and content; Optimizing for the Unity rendering pipeline; Optimizing for the target hardware and drivers; Unity Profiler -- Using all 360 degrees : 360-degree media ; Crystal balls ; Magic orbs ; Panoramas ; Infographics ; Eqirectangular projections ; Globes ; Photospheres ; Field of view: FOV ; Capturing a 360-degree media -- Social VR metaverse : Multiplayer networking ; Setting up a simple scene ; Adding multiplayer networking ; Adding multiplayer virtual reality ; Building and sharing a custom VRChat room -- What's next?
- Dimensions
- 24 cm.
- Extent
- xiii, 259 pages
- Isbn
- 9781783988556
- Media category
- unmediated
- Media MARC source
- rdamedia.
- Media type code
-
- n
- Other physical details
- illustrations
- System control number
-
- (OCoLC)931070603
- (OCoLC)931070603
- Label
- Unity virtual reality projects : explore the world of virtual reality by building immersive and fun VR projects using Unity 3D, Jonathan Linowes
- Note
- Includes index
- Carrier category
- volume
- Carrier category code
-
- nc
- Carrier MARC source
- rdacarrier.
- Content category
- text
- Content type code
-
- txt
- Content type MARC source
- rdacontent.
- Contents
- Virtually everything for everyone : What is virtual reality to you? ; Types of head-mounted displays ; The difference between virtual reality and augmented reality ; Applications versus games ; Types of VR experiences ; Technical skills that are important to VR -- Objects and scale : Getting started with Unity ; Creating a simple diorama ; Measurement tools ; Importing from the Blender experiment ; An introduction to Blender -- VR build and run : VR device integration software ; Creating the MeMyselfEye prefab ; Build for the Oculus Rift ; Building for the Google Cardboard ; The device-independent clicker ; How virtual reality really works -- Gaze-based control : Ethan, the walker ; Go where I'm looking ; If looks could kill -- 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 ; A responsive object UI with head gestures -- First-person character : Understanding the Unity characters : Unity components; Unity standard assets ; Making a first person ; User calibrations ; Maintaining a sense of self ; Locomotion, teleportation, and sensors ; Managing VR motion sickness -- Physics and the environment : Unity physics ; Bouncy balls ; Headshots ; Trampoline and brick ; A human trampoline ; Interlude: environment and things ; An elevator ; Jumping -- Walk-throughs and rendering : Building in Blender ; Assemble the scene in Unity ; Adding photos to the gallery ; An animated walk-through -- Optimizing for performance and comfort : Optimizing your implementation and content; Optimizing for the Unity rendering pipeline; Optimizing for the target hardware and drivers; Unity Profiler -- Using all 360 degrees : 360-degree media ; Crystal balls ; Magic orbs ; Panoramas ; Infographics ; Eqirectangular projections ; Globes ; Photospheres ; Field of view: FOV ; Capturing a 360-degree media -- Social VR metaverse : Multiplayer networking ; Setting up a simple scene ; Adding multiplayer networking ; Adding multiplayer virtual reality ; Building and sharing a custom VRChat room -- What's next?
- Dimensions
- 24 cm.
- Extent
- xiii, 259 pages
- Isbn
- 9781783988556
- Media category
- unmediated
- Media MARC source
- rdamedia.
- Media type code
-
- n
- Other physical details
- illustrations
- System control number
-
- (OCoLC)931070603
- (OCoLC)931070603
Library Locations
-
Delaware County District LibraryBorrow it84 East Winter Street, Delaware, OH, 43015, US40.299672 -83.064923
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