000 02052cam a2200433 i 4500
001 9780429295850
003 FlBoTFG
005 20220724194334.0
006 m o d
007 cr |||||||||||
008 190918s2020 flua ob 001 0 eng
040 _aOCoLC-P
_beng
_erda
_cOCoLC-P
020 _a9780429295850
_qelectronic book
020 _a0429295855
_qelectronic book
020 _z9780367271305
_qpaperback
_qacid-free paper
020 _z9780367272654
_qhardcover
_qacid-free paper
035 _a(OCoLC)1120787848
035 _a(OCoLC-P)1120787848
050 0 4 _aQA76.76.C672
_bM87 2020
082 0 0 _a006.8
_223
100 1 _aMurray, Jeff W.,
_eauthor.
245 1 0 _aBuilding virtual reality with Unity and SteamVR, /
_cJeff W. Murray.
250 _aSecond edition.
264 1 _aBoca Raton, FL :
_bCRC Press, Taylor & Francis Group,
_c[2020]
300 _a1 online resource (xxiii, 251 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bn
_2rdamedia
338 _aonline resource
_bnc
_2rdacarrier
520 _a"This book takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR libraries, the book and its example code is compatible with the main virtual reality head mounted displays currently available. The book also takes a look at some of the main issues surrounding virtual reality, such as motion sickness and performance issues, and providing practical ways to reduce their impact to make better VR experiences"--
_cProvided by publisher.
588 _aOCLC-licensed vendor bibliographic record.
630 0 0 _aUnity (Electronic resource)
630 0 0 _aSteam VR.
650 0 _aVirtual reality
_xComputer programs.
650 0 _aVideo games
_xDesign.
650 0 _aThree-dimensional display systems.
856 4 0 _3Read Online
_uhttps://www.taylorfrancis.com/books/9780429295850
856 4 2 _3OCLC metadata license agreement
_uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf
942 _2lcc
_cEBK
999 _c16487
_d16487