Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Complete Virtual Reality and Augmented Reality Development with Unity

You're reading from   Complete Virtual Reality and Augmented Reality Development with Unity Leverage the power of Unity and become a pro at creating mixed reality applications

Arrow left icon
Product type Course
Published in Apr 2019
Publisher Packt
ISBN-13 9781838648183
Length 668 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Jesse Glover Jesse Glover
Author Profile Icon Jesse Glover
Jesse Glover
Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
Arrow right icon
View More author details
Toc

Table of Contents (24) Chapters Close

Title Page
Copyright
About Packt
Contributors
Preface
1. Virtually Everything for Everyone 2. Content, Objects, and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-Based Control 5. Handy Interactables 6. World Space UI 7. Locomotion and Comfort 8. Playing with Physics and Fire 9. Animation and VR Storytelling 10. What AR is and How to Get Set up 11. GIS Fundamentals - The Power of Mapping 12. Censored - Various Sensor Data and Plugins 13. The Sound of Flowery Prose 14. Picture Puzzle - The AR Experience 15. Fitness for Fun - Tourism and Random Walking 16. Snap it! Adding Filters to Pictures 17. To the HoloLens and Beyond 1. Other Books You May Enjoy Index

What is virtual reality to you?


Today, we are witnesses to the burgeoning consumer virtual reality, an exciting technology that promises to transform in a fundamental way how we interact with information, our friends, and the world at large.

What is virtual reality? In general, VR is the computer-generated simulation of a 3D environment, which seems very real to the person experiencing it, using special electronic equipment. The objective is to achieve a strong sense of being present in the virtual environment.

Today's consumer tech VR involves wearing an HMD (head-mounted display goggles) to view stereoscopic 3D scenes. You can look around by moving your head, and walk around by using hand controls or motion sensors. You are engaged in a fully immersive experience. It's as if you're really there in some other virtual world. The following image shows me, the author, experiencing an Oculus Rift Development Kit 2 (DK2) in 2015:

Virtual reality is not new. It's been here for decades, albeit hidden away in academic research labs and high-end industrial and military facilities. It was big, clunky, and expensive. Ivan Sutherland invented the first HMD in 1965 (see https://amturing.acm.org/photo/sutherland_3467412.cfm). It was tethered to the ceiling! In the past, several failed attempts have been made to bring consumer-level virtual reality products to the market.

In 2012, Palmer Luckey, the founder of Oculus VR LLC, gave a demonstration of a makeshift head-mounted VR display to John Carmack, the famed developer of the Doom, Wolfenstein 3D, and Quake classic video games. Together, they ran a successful Kickstarter campaign and released a developer kit called Oculus Rift Development Kit 1 (DK1) to an enthusiastic community. This caught the attention of investors as well as Mark Zuckerberg, and in March 2014, Facebook bought the company for $2 billion. With no product, no customers, and infinite promise, the money, and attention that it attracted helped fuel a new category of consumer products.

Concurrently, others also working on their own products which were soon introduced to the market, including Steam's HTC VIVE, Google Daydream, Sony PlayStation VR, Samsung Gear VR, Microsoft's immersive Mixed Reality, and more. New innovations and devices that enhance the VR experience continue to be introduced.

Most of the basic research has already been done and the technology is now affordable thanks in large part to the mass adoption of devices that work on mobile technology. There is a huge community of developers with experience in building 3D games and mobile apps. Creative content producers are joining in and the media is talking it up. At last, virtual reality is real!

Say what? Virtual reality is real? Ha! If it's virtual, how can it be... Oh, never mind.

Eventually, we will get past the focus on the emerging hardware devices and recognize that content is king. The current generation of 3D development software (commercial, free, and open source) that has spawned a plethora of indie, or independent, game developers can also be used to build non-game VR applications.

Though VR finds most of its enthusiasts in the gaming community, the potential applications reach well beyond that. Any business that presently uses 3D modeling and computer graphics will be more effective if it uses VR technology. The sense of immersive presence that is afforded by VR can enhance all common online experiences today, which includes engineering, social networking, shopping, marketing, entertainment, and business development. In the near future, viewing 3D websites with a VR headset may be as common as visiting ordinary flat websites today.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime