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Unity AR & VR by Tutorials

$44.99 $54.99
  • Platform Unity 2018.2
  • Language C#

Build four immersive AR and VR apps from scratch in Unity!

Start creating fluid and immersive apps in Unity as you learn to work with various AR and VR frameworks and platforms, including VRTK, ARFoundation, ARKit, ARCore, the HTC Vive, the Oculus Rift, and the HoloLens!

Note: This book is available under an early-access model. You'll receive free updates to the book as we continue to build it.

Anticipated full release date: Early 2019

Developer Guide

Intermediate

For Intermediate Developers
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Learn how to make awesome AR and VR games!

The world of augmented and virtual reality has grown so much in just a few years. There are lots of options available to game developers, including the HTC Vive, Oculus Rift, HoloLens, ARKit, ARCore, Windows Mixed Reality, and more!

But documentation on all these technologies can be spread far and wide and difficult to understand. That's where Unity AR & VR by Tutorials comes in!

This book is for both beginner and intermediate Unity developers interested in AR and VR, who already have some experience working inside Unity with C##.

You'll cover the following topics in the book:

  • ARFoundation: Take advantage of the higher-level functionality in this framework to make integrating lower-level AR APIs into your Unity projects much easier.
  • HTC Vive: Learn how to use the HTC Vive in your games.
  • Oculus Rift : Explore the possibilities of the Oculus rift in your VR environments.
  • VRTK: Learn how to use this framework to leverage your assets and code on multiple headsets and technologies.
  • Windows Mixed Reality: Learn how to create a virtual pet game in mixed reality from scratch.
  • And much more, including the history of AR and VR, how to avoid motion sickness in your games, and how to create fluid user UI!

After reading this book, you will have all of the tools you need to create amazing, immersive AR and VR and use them on the major hardware platforms available today.

Table of Contents

Section I: Introduction to VR

1.

New Realities

Before diving into the deep end, take a moment to reflect on how we got to these exciting times for virtual reality. Learn about the history of VR and its humble beginnings.

2.

Platforms & Experiences

Explore the different virtual reality platforms and learn about what sets them apart from each other. If you’re not sure what hardware to get, this will make your decision a lot easier.

Section II: Working with VRTK and Game Mechanics

3.

VRTK Setup

In this chapter you’ll learn about VRTK and its alternatives. You’ll also set up the needed devices and your development environment.

4.

VR Movement

Moving around in VR is lots of fun, but you’ll need to keep some things in mind to prevent you and your players from getting sick. This chapter explains how to get around in a virtual space using different types of input and covers what to watch out for

5.

Interactions - Coming Soon

A game or experience wouldn’t be worth its salt without allowing the player to interact with its surroundings in immersive ways. In this chapter you’ll learn about implementing basic interactions.

6.

User Interface for VR - Coming Soon

Most games need some sort of user interface, whether it’s to keep score or show a health bar. Learn how create a world space UI in this chapter.

7.

Optimization & Motion Sickness - Coming Soon

This chapter explains how to make your games and experiences nice and snappy while avoiding motion that affects the player negatively.

Section III: Advanced VR Interactions

8.

Advanced VR Interactions

Take your VR skills to the next level by using VRTK to create satisfying interactions with objects in the virtual world. In this chapter, you’ll dive deeper into VRTK and the tools it provides.

9.

Advanced VR Movement

Now that you’ve mastered basic movement, it’s time to take a look at some other options. This chapter delves into several ways of locomotion and shows how to use them in practice.

10.

Advanced VR User Interface

This chapter explores more advanced ways of showing user interface elements with a curved canvas and a menu that’s attached to the controller.

11.

VR in Interactive Media

VR is used in more than just games; there’s a wide range of industries out there utilizing virtual worlds and objects to save time and express concepts and ideas. In this chapter, you’ll get an introduction to different ways of using VR.

Section IV: Introduction to AR

12.

Augmented Reality

Explore the history of augmented reality and find out the differences with VR in this enlightening chapter.

13.

Augmented Reality Platforms

If you’re wondering what AR hardware to get, this chapter will get you up to speed on the current options and summarizes the pros and cons for each.

Section V: Working with ARKit and ARCore

14.

AR Platform Setup

Learn what the requirements are for ARKit and ARCore and how to set it all up. In this chapter, you’ll find out what you need exactly for smooth start with AR.

15.

Adding Virtual Objects

Create objects and spawn them into a virtual space for your players to interact with. You’ll learn all about placing objects and interacting with them in this chapter.

16.

User Interface & Interactions

Discover how to display text and other UI elements in AR. In this chapter you’ll be shown how to handle user interfaces elegantly in augmented reality.

17.

Anchors & Planes in AR

Map out the world around you with planes and anchor game objects to them in realtime. This chapter covers world tracking and goes over the concept of planes in AR.

Section VI: Advanced ARKit and ARCore

18.

Physics & Rendering

Ground your objects in the world with physics and lighting. This chapter covers how to use physics and add lighting and shadows in augmented reality.

19.

Scaled & Transformed Content

This chapter discusses the advantages and disadvantages of scaling content in augmented reality.

20.

Multiplayer AR - Coming Soon

Getting your games connected and playing with others is a wonderful experience. In this chapter, you’ll share game data and locations between devices.

Section VII: Working with the HoloLens

21.

Deploying Your First HoloLens Project

Find out why you should definitely consider the Microsoft HoloLens and Windows Mixed Reality for your next game or mixed reality project.

22.

Navigating Around Spatial Maps

Learn about the different ways of handling input with the HoloLens. This chapter explains how to create an user interface and interact with it using gestures.

23.

Persisting Real-World Locations

Add immersion to your AR games by leveraging sounds, animations and game states. Take it to the next level with assets and shaders in this chapter.

5e86842b 52ff 4bfd 9aea 0a2ac6dff5da

Unity AR & VR by Tutorials

Build four immersive AR and VR apps from scratch in Unity!

Start creating fluid and immersive apps in Unity as you learn to work with various AR and VR frameworks and platforms, including VRTK, ARFoundation, ARKit, ARCore, the HTC Vive, the Oculus Rift, and the HoloLens!

Note: This book is available under an early-access model. You'll receive free updates to the book as we continue to build it.

Anticipated full release date: Early 2019

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