Unity 2020 Virtual Reality Projects

Unity 2020 Virtual Reality Projects

Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using Unity with C#. With its practical and project-based approach, this book will get you up to speed with the specifics of VR ...

Author: Jonathan Linowes

Publisher: Packt Publishing Ltd

ISBN: 9781839214257

Category: Computers

Page: 592

View: 375

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 Description This 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 for Whether 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.
Categories: Computers

Unity 2020 By Example

Unity 2020 By Example

In this book, you'll learn how to use Unity by making amazing games from popular genres; from an action shooter to a mindbending puzzle game, from an adventure to a VR game.

Author: ROBERT. WELLS

Publisher:

ISBN: 1800203381

Category:

Page: 676

View: 941

Categories:

Unity Virtual Reality Projects

Unity Virtual Reality Projects

If you are interested in Virtual Reality, want to learn how it works, and want to create your own VR experiences, this book is for you. We walk you through a series of tutorials and in-depth discussions using the Unity game engine.

Author: Jonathan Linowes

Publisher: Packt Publishing Ltd

ISBN: 9781788477185

Category: Computers

Page: 492

View: 375

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 Description Unity 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 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.
Categories: Computers

Virtual Reality with Unity

Virtual Reality with Unity

Build effective, realistic, and exciting Virtual Reality games in Unity 3D About This Video Learn the fundamentals of Virtual Reality user experience design and how to use Unity tools to quickly create working prototypes Go through an ...

Author: John Doran

Publisher:

ISBN: 183855744X

Category:

Page:

View: 654

Build effective, realistic, and exciting Virtual Reality games in Unity 3D About This Video Learn the fundamentals of Virtual Reality user experience design and how to use Unity tools to quickly create working prototypes Go through an entire project's lifecycle from its initial concept to the development and project management stages How to design the different User Interface you'll need in your game-from the main menu to information about your gun In Detail If want to know how to build the most vivid and realistic games using Unity, this is the perfect tutorial. Virtual Reality is an exploding market and there is still a lot to discover about it. Unity 2019 is an intuitive multiplatform game engine that has become the industry standard for building Virtual Reality games, applications, and experiences for the new generation of consumer VR devices. In this course, you will learn about the specifics of Virtual Reality development in Unity. You will learn how to intuitive VR user interfaces and integrate audio and video into your application to give a lasting impression. You will build practical solutions to some of the key issues facing Virtual Reality with helpful tips for making better VR experiences. By the end of this course, you will have learned how to create a VR game using Unity 3D and implement some of the most common and useful interactions and game mechanics. You will also know how to think in VR and create a comfortable and effective user experience. Please note that this course uses Unity 2019 and assumes prior working knowledge of Unity; however, those who have migrated to Unity 2020 will still benefit from the features and project deployment covered in this course. Please also note that knowledge of C# is also required for this course. Programmers or game developers who have a basic knowledge of Virtual Reality and want to explore what Unity has to offer will also find it useful.
Categories:

Unity 2020 Mobile Game Development

Unity 2020 Mobile Game Development

If you enjoyed this book, you may be interested in these other books by Packt: Unity 2020 Virtual Reality Projects - Third Edition Jonathan Linowes ISBN: ...

Author: John P. Doran

Publisher: Packt Publishing Ltd

ISBN: 9781838980993

Category: Computers

Page: 464

View: 619

Unity has established itself as a powerful force for developing games. If you love mobile games and want to learn how to create them but have no idea where to begin, this book is for you. It takes a step-by-step approach to build an endless runner game using Unity, along with covering examples on how to create a game that is uniquely your own.
Categories: Computers

Unity 2020 By Example

Unity 2020 By Example

A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch, 3rd Edition Robert Wells ...

Author: Robert Wells

Publisher: Packt Publishing Ltd

ISBN: 9781800200784

Category: Computers

Page: 676

View: 496

Unity is the most exciting and popular game engine. After the latest release, Unity has become the primary source of game and Virtual Reality development throughout the world. In this book, you’ll learn how to use Unity by making amazing games from popular genres; from an action shooter to a mindbending puzzle game, from an adventure to a VR game.
Categories: Computers

Enterprise Augmented Reality Projects

Enterprise Augmented Reality Projects

In this book, you'll gain comprehensive insights into different aspects of developing AR-based apps for six different enterprise sectors, focusing on market needs and choosing the most suitable tool in each case.

Author: Jorge R. López Benito

Publisher: Packt Publishing Ltd

ISBN: 9781789803150

Category: Computers

Page: 388

View: 409

Design end-to-end AR solutions for domains such as marketing, retail, manufacturing, tourism, automation, and training Key Features Use leading AR development frameworks such as ARCore, ARKit, and Vuforia across key industries Identify the market potential of AR for designing visual solutions in different business sectors Build multi-platform AR projects for various platforms such as Unity, iOS, and Android Book Description Augmented reality (AR) is expanding its scope from just being used in mobile and game applications to enterprise. Different industries are using AR to enhance assembly line visualization, guide operators performing difficult tasks, attract more customers, and even improve training techniques. In this book, you'll gain comprehensive insights into different aspects of developing AR-based apps for six different enterprise sectors, focusing on market needs and choosing the most suitable tool in each case. You'll delve into the basics of Unity and get familiar with Unity assets, materials, and resources, which will help you build a strong foundation for working on the different AR projects covered in the book. You'll build real-world projects for various industries such as marketing, retail, and automation in a step-by-step manner. This will give you hands-on experience in developing your own industrial AR apps. While building the projects, you'll explore various AR frameworks used in the enterprise environment such as Vuforia, EasyAR, ARCore, and ARKit, and understand how they can be used by themselves or integrated into the Unity 3D engine to create AR markers, 3D models, and components of an AR app. By the end of this book, you'll be well versed in using different commercial AR frameworks as well as Unity for building robust AR projects. What you will learn Understand the basics of Unity application development and C# scripting Learn how to use Android Studio along with ARCore and Sceneform to build AR prototypes for Android devices Enable AR experiences on the web with ARCore and WebAR Explore emerging AR authoring tools such as Augmented Class! for education Understand the differences and similarities between handheld and head-mounted display (HMD) environments and how to build an app for each target Become well versed in using Xcode with ARKit and SceneKit to develop AR portals for iOS devices Who this book is for This book is for anyone interested in emerging and interactive technologies or looking to build AR applications for any domain. Although, no prior augmented reality experience is required, having some skills in object-oriented programming (OOP) will be helpful.
Categories: Computers

17th International Conference on Information Technology New Generations ITNG 2020

17th International Conference on Information Technology   New Generations  ITNG 2020

ISCA (2020) 8. Linowes, J.: Unity Virtual Reality Projects. In: Chapter 7: Locomotion and Comfort, pp. 201–235. Packt Publishing, Birmingham (2018) 9.

Author: Shahram Latifi

Publisher: Springer Nature

ISBN: 9783030430207

Category: Computers

Page: 742

View: 212

This volume presents the 17th International Conference on Information Technology—New Generations (ITNG), and chronicles an annual event on state of the art technologies for digital information and communications. The application of advanced information technology to such domains as astronomy, biology, education, geosciences, security, and healthcare are among the themes explored by the ITNG proceedings. Visionary ideas, theoretical and experimental results, as well as prototypes, designs, and tools that help information flow to end users are of special interest. Specific topics include Machine Learning, Robotics, High Performance Computing, and Innovative Methods of Computing. The conference features keynote speakers; a best student contribution award, poster award, and service award; a technical open panel, and workshops/exhibits from industry, government, and academia.
Categories: Computers

Enterprise Augmented Reality Projects

Enterprise Augmented Reality Projects

In this book, you'll gain comprehensive insights into different aspects of developing AR-based apps for six different enterprise sectors, focusing on market needs and choosing the most suitable tool in each case.

Author: Jorge R. López Benito

Publisher:

ISBN: 1789807409

Category: Computers

Page: 388

View: 975

Design end-to-end AR solutions for domains such as marketing, retail, manufacturing, tourism, automation, and training Key Features Use leading AR development frameworks such as ARCore, ARKit, and Vuforia across key industries Identify the market potential of AR for designing visual solutions in different business sectors Build multi-platform AR projects for various platforms such as Unity, iOS, and Android Book Description Augmented reality (AR) is expanding its scope from just being used in mobile and game applications to enterprise. Different industries are using AR to enhance assembly line visualization, guide operators performing difficult tasks, attract more customers, and even improve training techniques. In this book, you'll gain comprehensive insights into different aspects of developing AR-based apps for six different enterprise sectors, focusing on market needs and choosing the most suitable tool in each case. You'll delve into the basics of Unity and get familiar with Unity assets, materials, and resources, which will help you build a strong foundation for working on the different AR projects covered in the book. You'll build real-world projects for various industries such as marketing, retail, and automation in a step-by-step manner. This will give you hands-on experience in developing your own industrial AR apps. While building the projects, you'll explore various AR frameworks used in the enterprise environment such as Vuforia, EasyAR, ARCore, and ARKit, and understand how they can be used by themselves or integrated into the Unity 3D engine to create AR markers, 3D models, and components of an AR app. By the end of this book, you'll be well versed in using different commercial AR frameworks as well as Unity for building robust AR projects. What you will learn Understand the basics of Unity application development and C# scripting Learn how to use Android Studio along with ARCore and Sceneform to build AR prototypes for Android devices Enable AR experiences on the web with ARCore and WebAR Explore emerging AR authoring tools such as Augmented Class! for education Understand the differences and similarities between handheld and head-mounted display (HMD) environments and how to build an app for each target Become well versed in using Xcode with ARKit and SceneKit to develop AR portals for iOS devices Who this book is for This book is for anyone interested in emerging and interactive technologies or looking to build AR applications for any domain. Although, no prior augmented reality experience is required, having some skills in object-oriented programming (OOP) will be helpful.
Categories: Computers

Building Virtual Reality with Unity and Steam VR

Building Virtual Reality with Unity and Steam VR

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.

Author: Jeff W. Murray

Publisher: CRC Press

ISBN: 0429295855

Category: Computers

Page: 252

View: 958

Building Virtual Reality with Unity and Steam VRtakes 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.
Categories: Computers

The Routledge Handbook of Remix Studies and Digital Humanities

The Routledge Handbook of Remix Studies and Digital Humanities

The digital archive uses the current version of Unity for 3D interaction and virtual reality. Founded as the HipHop2020 Curriculum Project and later renamed ...

Author: Eduardo Navas

Publisher: Routledge

ISBN: 9781000346725

Category: Social Science

Page: 562

View: 368

In this comprehensive and highly interdisciplinary companion, contributors reflect on remix across the broad spectrum of media and culture, with each chapter offering in-depth reflections on the relationship between remix studies and the digital humanities. The anthology is organized into sections that explore remix studies and digital humanities in relation to topics such as archives, artificial intelligence, cinema, epistemology, gaming, generative art, hacking, pedagogy, sound, and VR, among other subjects of study. Selected chapters focus on practice-based projects produced by artists, designers, remix studies scholars, and digital humanists. With this mix of practical and theoretical chapters, editors Navas, Gallagher, and burrough offer a tapestry of critical reflection on the contemporary cultural and political implications of remix studies and the digital humanities, functioning as an ideal reference manual to these evolving areas of study across the arts, humanities, and social sciences. This book will be of particular interest to students and scholars of digital humanities, remix studies, media arts, information studies, interactive arts and technology, and digital media studies.
Categories: Social Science

Hands On Unity 2020 Game Development

Hands On Unity 2020 Game Development

Build, customize, and optimize professional games using Unity 2020 and C# ... 199 Vertex Lit 196 Vertex Snapping 133 virtual reality (VR) 42 Visual Effects ...

Author: Nicolas Alejandro Borromeo

Publisher: Packt Publishing Ltd

ISBN: 9781838647605

Category: Computers

Page: 580

View: 510

Build immersive game experiences using the new Unity 2020 features with this practical guide Key Features Unleash the capabilities of C# scripting for creating immersive UI, graphics, Game AI agents and much more Explore Unity's latest tools, including Universal Render Pipeline, Shader Graph, and VFX graph, to enhance graphics and animation Get started with building augmented reality experience using Unity’s AR Foundation Book Description Over the years, the Unity game engine has extended its scope from just being about creating video games to building AR/VR experiences, complex simulations, real-time realistic rendering, films, and serious games for training and education. Its features for implementing gameplay, graphics, and customization using C# programming make Unity a comprehensive platform for developing professional-level, rich experiences. With this book, you'll be able to build impressive Unity projects in a step-by-step manner and apply your knowledge of Unity concepts to create a real-world game. Complete with hands-on tutorials and projects, this easy-to-follow guide will show you how to develop your first complete game using a variety of Unity tools. As you make progress, you'll learn how to make the most of the Unity Editor and create scripts using the C# programming language. This Unity game development book will then take you through integrating graphics, sound, and animations and manipulating physics to create impressive mechanics for your games. You'll also learn how to code a simple AI agent to challenge the user and use profiling tools to ensure that the code runs in a performant way. Finally, you'll get to grips with Unity's AR Foundation for creating AR experiences for 3D apps and games. By the end of this book, you'll have developed a complete game and will have built a solid foundation using Unity's tooling ecosystem to develop game projects of any scale. What you will learn Write scripts for customizing various aspects of a game, such as physics, gameplay, and UI Program rich shaders and effects using Unity's new Shader Graph and Universal Render Pipeline Implement postprocessing to increase graphics quality with full-screen effects Create rich particle systems for your Unity games from scratch using VFX Graph and Shuriken Add animations to your game using the Animator, Cinemachine, and Timeline Implement game artificial intelligence (AI) to control character behavior Detect and fix optimization issues using profilers and batching Who this book is for This book is for game developers looking to migrate to the Unity game engine. If you are a developer with some exposure to Unity, this book will help you explore its latest features. Prior experience with C# programming is required to get the most out of the book.
Categories: Computers

Augmented Reality Virtual Reality and Computer Graphics

Augmented Reality  Virtual Reality  and Computer Graphics

7th International Conference, AVR 2020, Lecce, Italy, September 7-10, 2020 ... Time spent for developing VR app N/A 1 h Manage multiple projects No Yes Easy ...

Author: Lucio Tommaso De Paolis

Publisher: Springer Nature

ISBN: 9783030584689

Category:

Page:

View: 486

Categories:

Brain Inspired Cognitive Architectures for Artificial Intelligence BICA AI 2020

Brain Inspired Cognitive Architectures for Artificial Intelligence  BICA AI 2020

VRChat [5] is a Unity-based social VR project that also lends itself well to customization. Player models are capable of supporting audio lip syncing, ...

Author: BICA Society. Annual Meeting

Publisher: Springer Nature

ISBN: 9783030655969

Category: Artificial intelligence

Page:

View: 304

The book focuses on original approaches intended to support the development of biologically inspired cognitive architectures. It bridges together different disciplines, from classical artificial intelligence to linguistics, from neuro- and social sciences to design and creativity, among others. The chapters, based on contributions presented at the Eleventh Annual Meeting of the BICA Society, held on November 10-14, 2020, in Natal, Brazil, discuss emerging methods, theories and ideas towards the realization of general-purpose humanlike artificial intelligence or fostering a better understanding of the ways the human mind works. All in all, the book provides engineers, mathematicians, psychologists, computer scientists and other experts with a timely snapshot of recent research and a source of inspiration for future developments in the broadly intended areas of artificial intelligence and biological inspiration. .
Categories: Artificial intelligence

Advances in Human Factors and Systems Interaction

Advances in Human Factors and Systems Interaction

Proceedings of the AHFE 2020 Virtual Conference on Human Factors and ... The storyboard is the first tool in the pre-production of any multimedia project.

Author: Isabel L. Nunes

Publisher: Springer Nature

ISBN: 9783030513696

Category: Technology & Engineering

Page: 405

View: 970

This book presents cutting-edge research on innovative system interfaces, highlighting both lifecycle development and human–technology interaction, especially in virtual, augmented and mixed reality systems. It describes advanced methodologies and tools for evaluating and improving interface usability, and discusses new models, case studies and good practices. The book addresses the human, hardware, and software factors in the process of developing interfaces for optimizing total system performance, while minimizing costs. It also highlights the forces currently shaping the nature of computing and systems, such as the importance of portability and technologies for reducing power requirements; the need for better assimilation of computation in the environment; and solutions to promote computer and system accessibility for people with special needs. Based on the AHFE 2020 Virtual Conference on Human Factors and Systems Interaction, held on July 16–20, 2020, the book offers a timely survey and a practice-oriented guide for systems interface users and developers alike.
Categories: Technology & Engineering

Intelligent Human Computer Interaction

Intelligent Human Computer Interaction

12th International Conference, IHCI 2020, Daegu, South Korea, November 24-26 ... Augmented. Reality. Prototype. 3.1 3D Sound Coding in Unity The development ...

Author: Madhusudan Singh

Publisher: Springer Nature

ISBN: 9783030684525

Category:

Page:

View: 682

Categories:

Immersive Journalism as Storytelling

Immersive Journalism as Storytelling

news reality, and edited the service of journalism research, ... He has designed and developed virtual reality experiences in numerous research projects.

Author: Turo Uskali

Publisher: Routledge

ISBN: 9780429794957

Category: Social Science

Page: 202

View: 844

This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives. Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside insightful case studies that discuss Euronews, Nonny de la Peña’s Project Syria, and The New York Times’ NYTVR application. This book is written for journalism teachers, educators, and students, as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice. The Open Access version of this book, available at http://www.taylorfrancis.com/books/e/9780367713294, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license
Categories: Social Science

Biomedical Visualisation

Biomedical Visualisation

From this previous research came this project, aiming at pushing further the ... To design the VR game within Unity engine, the LM and oculus development ...

Author: Paul M. Rea

Publisher: Springer Nature

ISBN: 9783030439613

Category: Medical

Page: 237

View: 222

This edited book explores the use of technology to enable us to visualise the life sciences in a more meaningful and engaging way. It will enable those interested in visualisation techniques to gain a better understanding of the applications that can be used in visualisation, imaging and analysis, education, engagement and training. The reader will be able to explore the utilisation of technologies from a number of fields to enable an engaging and meaningful visual representation of the biomedical sciences, with a focus in this volume related to anatomy, and clinically applied scenarios. All chapters in this volume feature collaborative and innovative postgraduate research projects from graduate students of the MSc Medical Visualisation and Human Anatomy. This pioneering, world-leading postgraduate taught degree program is a joint partnership degree between the School of Life Sciences within the College of Medical, Veterinary and Life Sciences in the University of Glasgow, and the School of Simulation and Visualisation, The Glasgow School of Art. These chapters truly showcase the amazing and diverse technological applications that have been carried out as part of their research projects.
Categories: Medical