從今天起,我們要推出Jonathan Linowes撰寫的Unity Virtual Reality Project的全書翻譯。 Jonathan Linowes是Parkerhill Reality Labs的老板,該公司是一家初創的VR / AR咨詢公司。 他是一位VR和3D圖形愛好者,全棧web開發人員,軟件工程師。 他擁有Syracuse大學的美術學士學位和麻省理工學院媒體實驗室的碩士學位。 他成立了幾家成功的創業公司,并在大型企業擔任技術領導職位,包括Autodesk公司。 在本書中,Jonathan Linowes不僅僅演說了VR功能,同時,也講到了在使用Unity時的一些方法與技巧。 目錄如下: Chapter 1, Virtually Everything for Everyone 介紹在游戲和非游戲應用中,VR的技術與機遇。 Chapter 2,對象和比例 討論你如何可以建一個立體的場景。介紹引擎、使用Blender建3D模形,同時探討世界坐標和比例的問題。 Chapter 3, 建立并運行VR 幫助你配置工程到VR頭盔上,例如Oculus Rift和Google的Cardboard( 或 iOS)。然后,我們會深入細節,了解VR頭盔和軟件是如何工作的。 Chapter 4, Gaze-based Control 探討物體在場景 和 在VR相機中的關系,包括3D鼠標和 基于視線的射線槍。這一章同時也介紹使用C#語言對Unity進行編程。 (譯注:基于視線的控制。我們在PC游戲中都是用鼠標點擊的,在VR中,一種新的體驗,用視線做為控制器) Chapter 5, 空間世界的UI 多個例子實現VR中的用戶界面,包括HUD(平視顯示),信息泡泡(類似于Tips),游戲中帶有說明和代碼的對像。 Chapter 6, 第一人稱視角 解析Unity角色對象和組件,用它來構建第一人稱視角。然后,我們會探索一下沒有實體的第一人稱的體驗,再考慮一下眩暈的問題。 Chapter 7,物理和環境 在許多的VR工程實例和游戲中, 深入了解Unity的物理引擎、組件、關于力和重力的一些材料。 Chapter8,漫步和渲染 本章幫助我們建立一個3D架構的空間,實現一個虛擬漫步。同時,我們還會講到Unity中的渲染和性能優化。 Chapter 9, 使用360度 在大量的示例中使用360度媒介,包括球狀物、360度全景和光球。我們還會討論如何讓他們順利工作。 Chapter 10,VR社交 探討使用的網絡組件實現多玩家虛擬現實。同時實現VRChat,作為一個VR社交擴展的一個例子。 Chapter 11 下一步是什么?在這章里,作者評論了這一令人激動的技術的潛力。 What this book covers 本書通過使用Unit3D游戲開發引擎,使用具體的實例來教授VR發開特性。你可以學到如何使用Unity5開發VR應用,可以在Oculus或是Google的CardBoard上體驗。 然后,我們還是有一個小問題,技術在飛快地發展。當然,這非常好。現實上,這也是非常可怕的,如果你正在開發一個項目,或者你是這類技術的作者,如何讓一本書在它發行時不過時? 通過這本書,我試著提取一些普遍的規律,可以適合于近期的發展,包括如下內容: • 用實例分不同類型的虛擬現實體驗 • 重要的技術理念和技能,特別是與虛擬現實應用相關的 • 說明VR設備上軟件是如何工作的 • 讓用戶舒適,避免VR眩暈。 • 介紹使用Unity游戲引擎來創建VR體驗。 一旦VR成變主流,這些教程可能會變得過時,就好像在1980年解說如何使用鼠標,對于今天來說,相當傻。 Who are you? 如果你對VR感興趣,想學習它是如何工作的,想自己創建VR,這本書適合你。我們將你一起進行一系列的手工項目,一步一步的教程,深入討論如何使用Unity3D游戲引擎。 如果你不是一個程序員,對3D圖形還不熟悉,或者只是一個初學者,你也會在這本書中收益。這并不是Unity的冷啟動,你不需要成為專家。但是,如果你還是個Unity新手,等到你能跟上這本書的節奏,你再來看。 游戲開發者可能對這本的內容相當熟悉,可以用VR項目來學習一些VR的特性。 引擎還有3D設計師可以明白一些3D概念,但他們也計會希望學習如何使用游戲引擎創建VR。APP發開者會領會潛在的非游戲用途的虛擬現實,并想學習使用工具來設計。 不論你是哪種,我們要把你變成一個3D軟件虛擬現實的忍者。好吧,這可能是這本小冊子的一個延伸目標,在這路上,但我們會嘗試使你成為這樣的人。 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. ![]() ![]() |
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