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Titlebook: Unity? Virtual Reality Development with VRTK4; A No-Coding Approach Christopher Coutinho Book 2022 Christopher Coutinho 2022 Virtual Realit

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樓主: Retina
51#
發(fā)表于 2025-3-30 08:57:18 | 只看該作者
52#
發(fā)表于 2025-3-30 14:55:24 | 只看該作者
Configuring Interactor Functionality and Setting Up Velocity Trackers,grab interactions work. We’ll set up a very basic cube Interactable to test whether our Interactor’s grabbing mechanism is working. And we’ll finally set up velocity trackers on our left and right controllers.
53#
發(fā)表于 2025-3-30 19:12:08 | 只看該作者
54#
發(fā)表于 2025-3-30 20:50:25 | 只看該作者
Setting Up a Pseudo-Body,edicated to setting up this pseudo-body to enforce the Plausibility Illusion, wherein you cannot pass through solid objects. We will also review a commonly used technique wherein the player’s headset fades to black upon their head colliding with a solid object.
55#
發(fā)表于 2025-3-31 02:56:54 | 只看該作者
Setting Up Interactors and Virtual Hands,l Reality, we will replace these cuboid hands with virtual animated hands. After reviewing how to set up the Oculus-provided hands, you’ll go on to set up your very own custom hands that can be used with the Spatial Simulator and the Camera Rigs, Unity XR setup.
56#
發(fā)表于 2025-3-31 08:32:44 | 只看該作者
Interactable Game Objects,ion handles on Interactable objects. You’ll also learn about the various secondary actions that you can set up on your Interactable objects. These secondary actions allow you to swap an object between your hands, perform a two-handed grab against an object, and guide the object using your secondary grabbing hand, as well as to scale an object.
57#
發(fā)表于 2025-3-31 09:52:49 | 只看該作者
Arm-Swinging Movement,s chapter, we’ll see how to set up an arm-swinging locomotion technique that we can use as we get moving in the VR world. Note that this aspect of locomotion isn’t provided in most VR frameworks that you purchase from the Unity Asset store.
58#
發(fā)表于 2025-3-31 16:15:34 | 只看該作者
Angular Drives, you’ll want to use the nonphysics-based linear/angular Transform Drive prefabs wherever possible, as the physics-based linear/angular Joint Drives rely heavily on Unity’s joints. If you intend to build multiplayer games, it’s best to keep joints to their bare minimum.
59#
發(fā)表于 2025-3-31 18:27:58 | 只看該作者
Introduction,e virtual reality (VR) experiences. You will find out two ways that you can approach the material covered in the book. I will also discuss the other alternatives available for VR development and point out the advantages of using the no-coding approach. Finally, I will list the VR hardware required t
60#
發(fā)表于 2025-4-1 00:02:25 | 只看該作者
A New Reality through Virtual Reality,which it is being used. You will also learn about three essential concepts in VR: the place illusion, the plausibility illusion, and the embodiment illusion, which are essential for creating genuine immersion in VR. Additionally, you will find out about the popular headsets currently on the market t
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