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Virtual Reality with VRTK4 : Create Immersive VR Experiences Leveraging Unity3D and Virtual Reality Toolkit

Author: Rakesh Baruah
Publisher: Berkeley, CA : Apress, 2020.
Edition/Format:   eBook : Document : EnglishView all editions and formats
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Baruah, Rakesh
Virtual Reality with VRTK4 : Create Immersive VR Experiences Leveraging Unity3D and Virtual Reality Toolkit
Berkeley, CA : Apress L. P.,c2020
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Rakesh Baruah
ISBN: 9781484254882 1484254880
OCLC Number: 1130904480
Notes: Description based upon print version of record.
Step 1: Connect Our Touch Controller Hardware to Their Virtual Counterparts
Description: 1 online resource (381 p.)
Contents: Intro; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Overview: VRTK and Unity 2019; Chapter 1: Setup; Downloading and Installing Unity; System Requirements for Unity Development; Additional Platform Development Requirements; The Code Editor, an Integrated Development Environment; Downloading and Installing Git; Setting Up Unity and VRTK; Installing VRTK; Running the Example Scene; Summary; Chapter 2: The Virtual Camera; Lights, Camera, Render!; Getting Started; Review: Setting Up a VR Scene in Unity and Importing VRTK Exercise 1: GlobeHopperThe Panorama; The 360-Degree Image vs. the HDRI; The Cubemap; Summary; Chapter 3: Game Objects, Components, and an Introduction to C# Scripting; Components as Attributes; Exercise 2: Animating Virtual Objects in a Scene; Step 1: Adding a 3D Object, Cube; What Are x,y, z Coordinates?; Step 2: Editing the Rotation Parameter; Game Object + Component + Script = Action; Step 3: Creating a C# Script; Step 4: Adding the Script as a Component to the Cube; Step 5: Calling a Function in the Update() Method of the Script Step 6: Setting the Spin Distance Parameters on the Script ComponentSummary; Chapter 4: Doin' Thangs: Input, Events, and Action; VRTK, Please Stand Up; The Unity Event System; What Are Events?; Welcome to Function Junction: Population 0 or 1; Inputs, Outputs, Parameters, Arguments, and Results; Method Signatures and Overloading; Generics and Collections; Creating a List; Creating a Dictionary; Creating an Array; Havin' Class; Two Events Walk into a Bar ...; Summary; Chapter 5: Keyboard Input as Action; Exercise: An Interesting Calculation of One's Interest in Calculating One's Interest User StoryStep 1: Create a Project; My Build Settings; Step 2: Set Up the Scene; A Quick Look at the UnityXRCameraRig; Step 3: Add Game Objects; Step 4: Change the Color of a Game Object; Step 5: Create a C# Script; Step 6: Write Code in Your IDE; Step 7: Compile Our Code by Returning to Unity; Step 8: Activate Our Script by Attaching It to a Game Object in the Scene; Step 9: Define the Game Object That Responds to the User's Input; Step 10: Define the Arguments for Our Function; Step 11: Play-Test; Step 12: Replacing Our Cube Game Object with a 3D Model; Step 13: You're Done!; Summary Chapter 6: Controller Button Inputs as ActionsVR SDK Integration Packages; The Tracked Alias; Step 1: Drag and Drop the Tracked Alias Prefab into the Hierarchy; Step 2: Connecting Our Touch Controllers to VRTK; Step 3: Importing an SDK-Specific Virtual Camera Object; Step 4: Connect the SDK Camera Rig with the TrackedAlias Game Object; Step 5: Play-Test; Step 6: Tweak Some Code; Step 7: Add a Unity Action Component; Step 8: Tell Our Button Component What to Do in Case of an Event; Creating Proxy Actions and Chaining Actions
Responsibility: Rakesh Baruah.

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