World-renowned VR developer and instructor Mitch McCaffrey offers tested "recipes" for performing each common VR task and overcoming many complex development challenges. McCaffrey's recipes contain step-by-step instructions, while also empowering readers with concise explanations of the underlying theory and math. Students will get immediate results, as they gain as much knowledge of the "big picture" as desired. McCaffrey covers everything from development terminology to best practices, and offers specific guidance for using Unreal Engine 4 VR with Oculus Rift, Vive, GearVR, AndroidVR, Steam,…mehr
World-renowned VR developer and instructor Mitch McCaffrey offers tested "recipes" for performing each common VR task and overcoming many complex development challenges. McCaffrey's recipes contain step-by-step instructions, while also empowering readers with concise explanations of the underlying theory and math. Students will get immediate results, as they gain as much knowledge of the "big picture" as desired. McCaffrey covers everything from development terminology to best practices, and offers specific guidance for using Unreal Engine 4 VR with Oculus Rift, Vive, GearVR, AndroidVR, Steam, and other environments. He discusses both seated and standing VR, trace interactions, teleportation, UMG and 3D menus, inverse kinematics, motion control, comfort mode, VR optimization, and more. He also presents a full VR rollercoaster project, including expert techniques for avoiding motion sickness.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Mitch McCaffrey is an independent game developer and the Creator of the community VR Template for UE4. He is also Creator of the very popular YouTube tutorial series "Mitch's VR Lab." Mitch has been a very active member of the UE4 VR community and instrumental in teaching VR best practices through his Unreal Engine forum posts, VR Templates, and Youtube channel for some time. http://www.mitchellmccaffrey.c
Inhaltsangabe
Preface xiii Acknowledgments xvii About the Author xix
Part I: Getting Started 1
Chapter 1: Terminology and Best Practices 3 Terminology 4 Best Practices 10 Summary 11
Chapter 2: Head Mounted Display Setup 13 Gear VR 14 Rift and Vive 32 Summary 42
Chapter 3: Toolkit 43 Generic Function Library 44 Oculus Function Library 45 Steam VR Function Library 47 Summary 47
Part II: Recipes 49
Chapter 4: Trace Interaction 51 Understanding Trace Interaction 52 Understanding Interfaces 55 Setting Up Trace Interaction 57 Setting Up a Basic Interactive Object 75 Summary 79 Exercises 80
Chapter 5: Teleportation 85 Setting Up Teleportation 86 Visualizing the Teleport 92 Simple Teleportation Volume 95 Summary 101 Exercises 101
Chapter 6: Unreal Motion Graphics and 2D User Interfaces 103 Challenges with 2D UI in VR 104 History and Compatibility of UMG 105 Basic VR Menu 105 Custom Menu Interaction 113 Summary 123 Exercises 123
Chapter 7: Character Inverse Kinematics 125 Introduction to Inverse Kinematics 126 Setting Up Head IK 127 Setting Up Hand IK 137 Summary 144 Exercises 145
Chapter 8: Motion Controller Interaction 147 Why Motion Controller Interaction Works 148 What to Look Out For: The Importance of Affordance 148 Shared Input of the Current Generation of Motion Controllers 149 Setting Up the World Interaction Project 149 Interacting with Objects 151 Creating the Interactive Objects 163 Summary 187 Exercises 188
Preface xiii Acknowledgments xvii About the Author xix
Part I: Getting Started 1
Chapter 1: Terminology and Best Practices 3 Terminology 4 Best Practices 10 Summary 11
Chapter 2: Head Mounted Display Setup 13 Gear VR 14 Rift and Vive 32 Summary 42
Chapter 3: Toolkit 43 Generic Function Library 44 Oculus Function Library 45 Steam VR Function Library 47 Summary 47
Part II: Recipes 49
Chapter 4: Trace Interaction 51 Understanding Trace Interaction 52 Understanding Interfaces 55 Setting Up Trace Interaction 57 Setting Up a Basic Interactive Object 75 Summary 79 Exercises 80
Chapter 5: Teleportation 85 Setting Up Teleportation 86 Visualizing the Teleport 92 Simple Teleportation Volume 95 Summary 101 Exercises 101
Chapter 6: Unreal Motion Graphics and 2D User Interfaces 103 Challenges with 2D UI in VR 104 History and Compatibility of UMG 105 Basic VR Menu 105 Custom Menu Interaction 113 Summary 123 Exercises 123
Chapter 7: Character Inverse Kinematics 125 Introduction to Inverse Kinematics 126 Setting Up Head IK 127 Setting Up Hand IK 137 Summary 144 Exercises 145
Chapter 8: Motion Controller Interaction 147 Why Motion Controller Interaction Works 148 What to Look Out For: The Importance of Affordance 148 Shared Input of the Current Generation of Motion Controllers 149 Setting Up the World Interaction Project 149 Interacting with Objects 151 Creating the Interactive Objects 163 Summary 187 Exercises 188