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Christopher Coutinho - Unity® Virtual Reality Development with VRTK4: A No-Coding Approach to Developing Immersive VR Experiences, Games, & Apps

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Christopher Coutinho Unity® Virtual Reality Development with VRTK4: A No-Coding Approach to Developing Immersive VR Experiences, Games, & Apps
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Unity® Virtual Reality Development with VRTK4: A No-Coding Approach to Developing Immersive VR Experiences, Games, & Apps: summary, description and annotation

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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, its 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 Unitys Editor. Basic knowledge of how Unity Prefabs function, how events work in general, and programming logic would be beneficial.

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Book cover of Unity Virtual Reality Development with VRTK4 Christopher - photo 1
Book cover of Unity Virtual Reality Development with VRTK4
Christopher Coutinho
Unity Virtual Reality Development with VRTK4
A No-Coding Approach to Developing Immersive VR Experiences, Games, & Apps
Logo of the publisher Christopher Coutinho GameWorks Mumbai Maharashtra - photo 2
Logo of the publisher
Christopher Coutinho
GameWorks, Mumbai, Maharashtra, India
ISBN 978-1-4842-7932-8 e-ISBN 978-1-4842-7933-5
https://doi.org/10.1007/978-1-4842-7933-5
Christopher Coutinho 2022
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image, we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This Apress imprint is published by the registered company APress Media, LLC part of Springer Nature.

The registered company address is: 1 New York Plaza, New York, NY 10004, U.S.A.

To all VR enthusiasts...

wherever you are

Introduction
Who Is This Book Written For?

This book is for game developers interested in developing immersive virtual reality (VR) experiences, games, apps, and tool kits using Unity and the VRTK. It uses a no-coding approach, so you dont need to know C# programming and you wont be called upon to launch Visual Studio even once.

The book is aimed at beginner-to-intermediate Unity game developers who want to know get know their way around the Unity editor for basic scene editing. A basic knowledge of how Unity prefabs function, of how its events work in general, and of programming logic would be beneficial. You dont need to be able to write any event code to do the exercises in this book. However, if youre an absolute beginner to Unity, this is not the book for you.

What Are We Building?

This book is structured for building a complete VR framework over the course of 22 chapters. Youll learn to set up state-of-the-art VR mechanics as part of the VR framework you build.

It uses version 4 of the VRTK, which is free to download. This makes understanding VRTK 4 super easy, and the framework you develop will be one massive, cohesive, lean and mean machine. By the end of this book, youll have an advanced VR framework that you can even publish yourself.

Using Unity and VRTK 4, well build an advanced VR framework from scratch that can be used as the foundation for creating any VR game or experience. In the last chapter, youll utilize the VR framework you built to create your very own minigame, without writing a single line of code.

What Is Required for This Book

To do the exercises in this book, youll need access to a six-DOF (degrees of freedom) headset of Steam VR or Oculus. A three-DOF headset wont work, as you need to be able to move around within your world.

You could use a Steam VR headset like the HTC Vive, an Oculus headset like the Oculus Rift, or the Oculus Quest (both 1 and 2 will work fine). These are some of the more popular six-DOF headsets available, and the ones this books content has been tested with. The content of this book hasnt been tested with a Windows Mixed Reality headset, so youll need to use one of the headsets just mentioned.

If you intend to use the Oculus Quest, it would be advisable to have a link cable, as deploying a build to the headset each time you test is not very practical and would be time consuming. You arent required to get the Oculus-approved link cable, as several cheaper options are available online from Anchor, Belkin, and Amazon.

You need to have a computer running Windows 10 and the 2020 version of Unity LTS (Long Term Support). Your computer hardware should be compatible with your VR headset in terms of the graphics card it uses and the amount of RAM it requires. If you can play VR games while being tethered to your computer without any issues, your computer should already be compatible for development.

Both Oculus and Steam VR provide system tools that allow you to check whether your computer meets the minimum requirements to be VR ready. Head over to www.vive.com/eu/setup/ or www.oculus.com/setup/ , and go through the guided installation and setup process listed on either site. Last, ensure that you have your VR headset set to Developer Mode.

Downloadable Content

Most chapters in this book include some form of downloadable content that lets you experiment with and implement the advanced VR mechanics taught here. Most of this downloadable content has been provided to you as Unity package files and a single manifest.json file. The books chapters explain how these files are to be used.

In addition, youve been provided with the complete working VR framework and minigame as a .rar file download (VR_Playground.rar) so that you can quickly examine how various individual VR mechanics have been set up as part of this framework. Upon decompressing the VR_Playground.rar file, you need to ensure that you load this project using version 2020.3.15f2 of Unity LTS only, as this is the version the project was created in. Unity 2020 is notorious for breaking a project if used with a version different from the one in which the project was created. If you intend to use the provided VR_Playground project, it must be launched using version 2020.3.15f2 to be functional. Launching the project with any other version of Unity will result in colliders missing and many other issues cropping up.

All downloadable content for this book can be accessed on the following page: https://github.com/Apress/VR-Development-with-Unity-VRTK .

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at https://github.com/Apress/VR-Development-with-Unity-VRTK. For more detailed information, please visit http://www.apress.com/source-code.

Acknowledgments

I want to thank Apress publishing for allowing me to write this book. The experience of working with the editors Spandana Chatterjee and Divya Modi has been a true pleasure from inception to completion.

A big thank you must also go to Kevin Tan, my technical reviewer, whose frank and precise comments made this a much easier-to-understand book. I also would like to thank the developer of the VRTK, Harvey Ball, also known as the stone fox, whose insightful explanations have always been helpful and whose perspicacious ability is commendable. Additionally, I want to thank the VRTK community that I often frequent to learn from others and answer questions.

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