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|a 9781805120049
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|a QA76.76.V54
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|a Braun, Anna
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245 |
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|a XR Development with Unity
|h [electronic resource]
|b A Beginner's Guide to Creating Virtual, Augmented, and Mixed Reality Experiences Using Unity
|c Anna Braun, Raffael Rizzo
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250 |
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|a 1st edition
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260 |
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|a Birmingham
|b Packt Publishing, Limited
|c 2023
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300 |
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|a 284 p.
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505 |
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|a Technical requirements -- Understanding the AR landscape -- What types of AR experiences exist? -- What are marker-based and markerless AR? -- Understanding AR input types for interaction -- Popular AR toolkits for Unity -- Setting up an AR project in Unity using AR Foundation -- Understanding AR Foundation's architecture -- Creating an AR project with Unity's AR template -- Changing the project settings -- Understanding the AR Session GameObject -- Exploring the AR Session Origin GameObject -- Placing a simple cube into the AR scene -- Implementing plane detection in AR Foundation
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|a Cover -- Title Page -- Copyright and Credits -- Contributors -- Table of Contents -- Preface -- Part 1 -- Understanding the Basics of XR and Unity -- Chapter 1: Introduction to XR and Unity -- Understanding XR and its different forms (VR, AR, and MR) -- What is the difference between AR and MR? -- How did AR, VR, MR, and XR evolve? -- How did Unity evolve as a platform for XR development? -- Summary -- Chapter 2: The Unity Editor and Scene Creation -- Technical requirements -- Setting up the Unity development environment -- Installing the Unity Hub -- Installing the Unity Editor
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|a Loading a sample scene as a new Unity project -- Choosing the right render pipeline -- Getting to know the Unity Editor and its interface -- Exploring the Unity interface -- Using the Grid and Snap system -- Understanding GameObjects and components -- Understanding the default new scene -- Adding a collider -- Creating a basic scene in Unity and adding objects -- Building a table with primitives -- Changing the appearance of the ground, table, and sphere -- Creating a brick wall material -- Unpacking a prefab -- Importing from the Unity Asset Store -- Understanding Unity's lighting pipeline
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|a Choosing the right lighting settings -- Adding lights and a skybox -- Exploring light and reflection probes -- Summary -- Part 2 -- Interactive XR Applications with Custom Logic, Animations, Physics, Sound, and Visual Effects -- Chapter 3: VR Development in Unity -- Technical requirements -- Windows -- macOS -- Linux -- What is VR development? -- Exploring the contrasts between classical and VR game development -- Understanding different approaches to power VR headsets -- Setting up a VR project in Unity and the XR Interaction Toolkit -- Creating a project in Unity for VR development
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|a Installing XR Plug-in Management and XR Plug-ins -- Installing the XR Interaction Toolkit and samples -- Exploring the XR Interaction Toolkit demo scene -- Examining the pre-configured player -- Teleporting -- Exploring grabbable objects -- Inspecting different types of UI elements -- Interacting via buttons -- Exploring gaze interactions and climbing -- Deploying and testing VR experiences onto different VR platforms or simulators -- Installing the XR Device Simulator -- Using the XR Device Simulator -- Setting up SteamVR -- Setting up Oculus -- Summary -- Chapter 4: AR Development in Unity
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|a Unity (Electronic resource) / fast
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|a Three-dimensional display systems / http://id.loc.gov/authorities/subjects/sh85135021
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|a Jeux vidéo / Programmation
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|a Unity (Electronic resource) / http://id.loc.gov/authorities/names/n2011038776
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|a Virtual reality / Computer programs
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|a Affichage tridimensionnel
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|a three-dimensional / aat
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|a Three-dimensional display systems / fast
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|a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476
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|a Video games / Programming / fast
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|a Rizzo, Raffael
|e author
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|a eng
|2 ISO 639-2
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|b OREILLY
|a O'Reilly
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500 |
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|a Description based upon print version of record. - Implementing touch inputs and anchors
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776 |
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|z 9781805128120
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776 |
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|z 1805128124
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|u https://learning.oreilly.com/library/view/~/9781805128120/?ar
|x Verlag
|3 Volltext
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082 |
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|a 006.8
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520 |
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|a Create VR, AR, and MR experiences with the help of step-by-step tutorials on VR and AR simulators, interactivity, sound and visual effects, along with advanced XR techniques such as multiplayer integration Key Features Create impressive XR projects without the need to own expensive VR headsets Explore Unity XR features and techniques such as hand-tracking and plane detection using the XR Interaction Toolkit and AR Foundation Bring your XR projects to life with step-by-step explanations along with practical examples Purchase of the print or Kindle book includes a free PDF eBook Book Description The drastic surge in the demand for XR development has led to an imminent need for comprehensive resources, learning material, and overall know-how in this area. This one-stop resource will ensure that professionals venturing into XR development can access all XR-related techniques to build appealing XR applications, without relying on Google every step of the way.
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520 |
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|a This book is your guide to developing XR applications with Unity 2021.3 or later versions, helping you to create VR, AR, and MR experiences of increasing complexity. The chapters cover the entire XR application development process from setting up an interactive XR scene using the XR Interaction Toolkit or AR Foundation, adding physics, animations, continuous movement, teleportation, sound effects, and visual effects, to testing and deploying to VR headsets, simulators, smartphones, and tablets. Additionally, this XR book takes you on a journey from the basics of Unity and C# to advanced techniques such as building multiplayer applications and incorporating hand- and gaze-tracking capabilities. By the end of this book, you'll be fully equipped to create cutting-edge XR projects for engaging individual, academic, and industrial use cases that captivate your audience.
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520 |
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|a What you will learn Get started with Unity by building your own 3D project Explore the XR Interaction Toolkit and AR Foundation, as well as test XR applications on your PC Find out how to deploy XR projects on different platforms Build interactive XR apps with increasing degrees of complexity by leveraging C# scripting Create a fully immersive VR drum scene by using Unity's audio and particle systems Add advanced XR techniques such as hand-tracking, gaze-tracking, and multiplayer capabilities to your XR apps Who this book is for This book is for students, developers, researchers, and professionals with a background in computer science. Business analysts, PMs, and other management professionals and executives will also benefit from this book. If you have basic knowledge of programming and are looking to gain expertise in creating virtual reality and augmented reality applications in Unity, then this book is for you.
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520 |
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|a While having experience as a VR game player with basic programming knowledge can enhance your understanding of the content, it is not a prerequisite
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