No-Code Virtual Reality Development Using Unity and Playmaker
Michael Kelley(Author)
Productivity Press
1st Edition
Will be published approx. on 1. January 2030
Book
Paperback/Softback
192 pages
978-1-4987-9916-4 (ISBN)
Description
This book will show novice and intermediate game developers how to games for Virtual Reality (VR) applications using Unity and Playmaker. Readers will learn how they can substitute code with visual scripts to create whole new worlds. The themes will be reflected in the three sections in the book: Design Considerations (unique to VR and mobile VR), Application, and Optimization. Readers will learn their way around the Unity interface and be exposed to fundamental programming vocabulary and flow charts. The author visually scripts some key examples in Playmaker so that by the end, readers will have the knowledge and tools needed to a VR app for game development.
Key Features
Explores about headset limitations, UI idiosyncrasies, and best design practices.
Delineates technical considerations necessary to get VR to run on modest mobile hardware
Shows how to use Ynity and Palymaker to make an In-flight simulator
Key Features
Explores about headset limitations, UI idiosyncrasies, and best design practices.
Delineates technical considerations necessary to get VR to run on modest mobile hardware
Shows how to use Ynity and Palymaker to make an In-flight simulator
More details
Language
English
Place of publication
Portland
United States
Publishing group
Taylor & Francis Inc
Target group
College/higher education
Professional and scholarly
Illustrations
100 s/w Abbildungen
100 Illustrations, black and white
Dimensions
Height: 234 mm
Width: 156 mm
ISBN-13
978-1-4987-9916-4 (9781498799164)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Person
Content
Part I Design Considerations. Ch 1 Hardware Limitations. Ch 2 Art Theory. Ch 3 Best Practices. Ch 4 Design Documentation.
PART II: Application. Ch 5 Unity Overview. Ch 6 Playmaker Overview. Ch7Terrain. Ch 8 Image-based Lighting. Ch 9 Effects. Ch 10
Game Controls. Ch 11 Game Objectives. Ch 12 Game. Ch 13 Virtual Reality PART III: Omtimization (Makining It Reality). Ch 14
Omtimization Strategies. Ch 15 Static Batching and Lightmapping. Ch 16Mesh baking and Textures Atlasing. Ch 17 Object Culling
and Occlusion. Ch 18 LOD and Mipmapping. Ch 19 Virtual Reality
PART II: Application. Ch 5 Unity Overview. Ch 6 Playmaker Overview. Ch7Terrain. Ch 8 Image-based Lighting. Ch 9 Effects. Ch 10
Game Controls. Ch 11 Game Objectives. Ch 12 Game. Ch 13 Virtual Reality PART III: Omtimization (Makining It Reality). Ch 14
Omtimization Strategies. Ch 15 Static Batching and Lightmapping. Ch 16Mesh baking and Textures Atlasing. Ch 17 Object Culling
and Occlusion. Ch 18 LOD and Mipmapping. Ch 19 Virtual Reality