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Get hands-on practical knowledge of concepts and techniques for VR development using Unity® and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences.
Unity is a powerful game engine for developing VR experiences. With its built-in support for all major VR headsets, it's the perfect tool for developers to realize their vision in VR. VRTK is a battle-tested VR solution for Unity; VRTK 4, in conjunction with Unity, has changed the dynamics of VR development.
This book focuses on creating deep understanding of how advanced VR mechanics and techniques are built and utilized as a part of a VR framework. You will start off by setting up your devices for VR development and learn about the advantages of using VRTK 4 over alternate SDKs. You will learn to setup your very own custom VRTK Rig, find out how to setup various advanced VR mechanics and locomotion techniques, how to create several spatial UI objects, and how to setup Unity 2D UI controls. You will also cover advanced topics such as using angular and linear drives, setting up a VR Simulator to work with a XBox Controller, and realistic physics VR hands. 
By the end of this book, you will know how to create advanced VR mechanics that can be used within any VR experience, game, or App  and deployed across several platforms and hardware.

What You Will Learn
  • Understand how to develop Immersive VR experiences
  • Create a VR simulator to test your project
  • Generate advanced Spatial UI that you can interact with physically using your hands

Who This Book Is For?
Unity game developers conversant with Unity's Editor. Basic knowledge of how Unity Prefabs function, how events work in general, and programming logic would be beneficial.

Table of Contents

  1. Cover
  2. Front Matter
  3. 1. Introduction
  4. 2. A New Reality through Virtual Reality
  5. 3. Setting Up Your Project for VR Development
  6. 4. Importing VRTK 4 Tilia Packages
  7. 5. Setting Up VRTK’s Camera Rigs
  8. 6. Setting Up Interactors and Virtual Hands
  9. 7. Configuring Interactor Functionality and Setting Up Velocity Trackers
  10. 8. Interactable Game Objects
  11. 9. Moving Around the Virtual World: Teleportation
  12. 10. Seamless Locomotion
  13. 11. Arm-Swinging Movement
  14. 12. Setting Up a Pseudo-Body
  15. 13. Climbing in VR
  16. 14. Movement Amplifier
  17. 15. Distance Grabbing
  18. 16. Snap Zones
  19. 17. Creating Spatial 3D User Interface Game Objects
  20. 18. Using Unity’s UI Controls with the VRTK
  21. 19. Angular Drives
  22. 20. Linear Drives
  23. 21. Tips, Tricks, and Recipes
  24. 22. Minigame
  25. Back Matter
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