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Unity in Embedded System Design and Robotics: A Step-by-Step Guide

✍ Scribed by Ata Jahangir Moshayedi, Amin Kolahdooz, Liao Liefa


Publisher
CRC Press
Year
2022
Tongue
English
Leaves
555
Series
Chapman & Hall/CRC Artificial Intelligence and Robotics Series
Category
Library

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No coin nor oath required. For personal study only.

✦ Synopsis


Unity in Embedded System Design and Robotics is the first of its kind and provides a step-by-step guide to Unity for embedded system design and robotics. It is an open gateway for anyone who wants to learn Unity through real projects and examples and will be a particularly useful aid for both professionals and students in the fields of embedded system design and robotics.

Key Features:

  • the first book on Unity for embedded systems design and robotics
  • a comprehensive step-by-step guide packed with illustrations
  • each chapter contains a real project.

Each chapter contains a unique project, and the user will be guided through the different windows and sections of Unity every step of the way. The book also includes projects which connect Unity to Arduino and Raspberry Pi, which will help readers better understand various Unity applications in the real world.

✦ Table of Contents


Cover
Half Title
Series Page
Title Page
Copyright Page
Dedication
Contents
List of Tables
List of Figures
Preface
About the Authors
Introduction
Chapter 1: General Information and Essential Parts of Unity
1.1. WHAT IS VIRTUAL REALITY
1.1.1. Key Components in VR
1.1.2. VR Application
1.1.3. VR History
1.1.4. VR and AR
1.2. WHAT IS UNITY?
1.3. UNITY OFFICIAL WEBSITES AND SOCIAL MEDIA
1.4. SUMMARY OF UNITY’S HISTORY
1.5. UNITE
1.6. NOTABLE PUBLICATIONS WITH UNITY
1.7. UNITY DOWNLOAD AND INSTALLATION
1.7.1. Step 1: Download Unity
1.7.2. Step 2: Install Unity Hub
1.7.3. Step 3: Launch Unity Hub
1.7.4. Step 4: Running Unity Hub for the First Time
1.7.5. Step 5: Adding New License
1.7.6. Step 6: Installing the Main Unity 3D Software
1.7.7. Step 7: Creating First Project
1.8. UNITY INTERFACE AND ENVIRONMENT
1.8.1. The Unity Main Windows Part and Section
1.9. SOME GENERAL IDEAS FOR PROJECT DEVELOPMENTS
1.9.1. Step 1: Defining & Writing Your Strategic Aims and the Project’s Objectives
1.9.2. Step 2: Designing and Modelling the Objects
1.9.3. Step 3: Programming and Coding
1.9.4. Step 4: Extracting the EXE File According to Hardware and Operating System
1.10. UNITY ESSENTIAL ACTIVITY
1.10.1. How to Use the Asset Store
1.10.2. Orbiting Camera with Script
1.10.3. Export 3D Files
1.10.4. Downgrading the Project’s Unity Version
1.10.5. Opening a Lower Version of Unity
1.10.6. Importing to a New Project
1.10.7. Opening Existing Projects
Chapter 2: Example 1: Spinning Earth
2.1. STEP 1: STARTING A NEW PROJECTS
2.2. STEP 2: LAYOUT SELECTION
2.3. STEP 3: ASSETS AND PACKAGES INSERTION
2.4. STEP 4: CREATING MATERIALS
2.5. STEP 5: CREATE SPINNING EARTH
2.6. STEP 6: CODE SECTION (FIRST TECHNIQUE)
2.7. STEP 7: CODE SECTION (SECOND TECHNIQUE)
2.8. STEP 8: FINAL PART
Chapter 3: Example 2: Wooden Doll Body
3.1. STEP 1: CREATING THE PARTS OF A WOODEN DOLL
3.1.1. Creating Body
3.1.2. Making Head
3.1.3. Creating Eyes
3.1.4. Creating Mouth
3.1.5. Creating Nose
3.1.6. Creating Neck
3.1.7. Creating Legs
3.1.8. Creating Feet
3.1.9. Creating Shoulders
3.1.10. Creating Elbow
3.1.11. Creating Arm Joints
3.2. STEP 2: NESTING ALL THE OBJECTS
3.3. STEP 3: MOVING THE OBJECTS
3.4. STEP 4: FINALISATION AND EXTRACTING EXE FILE
Chapter 4: Example 3: Create the Semi Jungle Environment
4.1. STEP 1: ENVIRONMENT PREPARATION
4.2. STEP 2: MAKING THE FLOWER BASE
4.3. STEP 3: MAKING THE FLOWER PART DISK FLORETS
4.4. STEP 4: MAKING THE FLOWER PART INFLORESCENCE
4.5. STEP 5: MAKING A FLOWER – STEM
4.6. STEP 6: MAKING A FLOWER – LEAVES
4.7. STEP 7: MAKING A TREE – STEM
4.8. STEP 8: MAKING A TREES – CROWN
4.9. STEP 9: MAKING A BUTTERFLY – HEAD
4.10. STEP 10: MAKING A BUTTERFLY – BODY
4.11. STEP 11: MAKING A BUTTERFLY – TOP WING
4.12. STEP 12: MAKING A BUTTERFLY – DOWN WING
4.13. STEP 13: MAKING A CLOUD
Chapter 5: Example 4: Create KUKA Robot
5.1. STEP 1: CREATE A ROBOTIC ARM
5.2. STEP 2: MAKING THE KUKA BASE
5.3. STEP 3: MAKING THE KUKA ARM
5.4. STEP 4: MAKING THE KUKA JOINT
5.5. STEP 5: MAKING THE KUKA ARM 2
5.6. STEP 6: MAKING THE KUKA JOINT
5.7. STEP 7: MAKING THE KUKA ARM
5.8. STEP 8: MAKING THE KUKA JOINT
5.9. STEP 9: MAKING THE KUKA ARM
5.10. STEP 10: CAMERA POSITION AND ROTATION
5.11. STEP 11: MAKING THE ROBOT GRIPPERS PARTS
Chapter 6: Example 5: Create BAYMAX Body and Movement
6.1. STEP 1: CREATE BAYMAX BODY
6.2. STEP 2: CREATE BAYMAX HEAD
6.3. STEP 3: CREATE BAYMAX HAND
6.4. STEP 4: CREATE BAYMAX LEGS
6.5. STEP 5: CREATE BAYMAX EYE
6.6. STEP 6: SET THE CAMERA POSITION
6.7. STEP 7: ADD THE SCRIPT
Chapter 7: Example 6: Create Two-wheeled Robot with Gripper and Movement
7.1. STEP 1: INITIAL WORK BEFORE STARTING THE DESIGN
7.2. STEP 2: BUILDING THE BODY
7.3. STEP 3: MAKING THE NECK, SHOULDER, AND ARMS
7.4. STEP 4: MAKING THE JOINTS
7.5. STEP 5: ADDING COLOUR TO THE SCENE
7.6. STEP 6: AUTOMATIC ANIMATION MOVEMENT
7.7. STEP 7: MOVING THE ROBOT USING A KEYBOARD
7.7.1. Start with the Up and Down Movement
7.7.2. Left or Right Movement
7.7.3. The Gripper Movement
7.8. STEP 8: ROBOTIC ARM SCRIPTS
Chapter 8: Example 7: Human Body (REMY CHARACTER) and Movement
8.1. STEP 1: DOWNLOAD CHARACTER AND ANIMATION
8.2. STEP 2: INSERT THE CHARACTER IN UNITY
8.3. STEP 3: CAMERA POSITION SETTING
8.4. STEP 4: THE CHARACTER WALK MOVEMENT
8.5. STEP 5: ADD THE SCRIPT TO CHARACTER
8.6. STEP 6: FINAL STEP AND CHARACTER MOVEMENT
Chapter 9: Example 8: Y-BOT Character Movement
9.1. STEP 1: INSERT THE CHARACTER
9.2. STEP 2: CHARACTER MOVEMENT BY KEYBOARD
Chapter 10: Example 9: Flower Example with Sound and Image and Keyboard Control
10.1. STEP 1: CREATING FLOWER
10.2. STEP 2: CHARACTER AUTOMATIC MOVEMENT
10.3. STEP 3: ADDING IMAGES AND SOUND
10.4. STEP 4: MOVING THE FLOWER WITH KEYBOARD
Chapter 11: Example 10: KUKA_II
11.1. STEP 1: INSERTING THE ASSET 3D ENVIRONMENTS
11.2. STEP 2: INSERTING THE ROBOT ASSET
11.3. STEP 3: ROBOT COLOUR
11.4. STEP 4: ROBOT PARTS POSITION SETTING
11.5. STEP 5: ROBOT IN AUTOMATIC MODE MOVEMENT
11.6. STEP 6: MOVEMENT WITH KEYBOARD
11.7. STEP 7: ALL KUKA SCRIPTS
Chapter 12: Example 11: Communication between ARDUINO and UNITY
12.1. INTRODUCTION OF ARDUINO
12.1.1. Arduino Hardware
12.1.2. Arduino Software
12.1.3. Arduino Code
12.2. CONNECTING ARDUINO TO UNITY
12.2.1. Unity to Arduino (ARDITY) Guide
12.2.2. Arduino to Unity (Control Unity Animation with Physical Buttons)
Chapter 13: Example 12: SpongeBob, Control Object by Keyboard and Arduino
13.1. STEP 1: IMPORTING THE ASSET
13.1.1. Asset I: Casual Tiny Environment – Jungle Set
13.1.2. Asset II: SpongeBob 3D Model
13.2. STEP 2: REVIEW EXAMPLE 1 (AUTO SPONGE)
13.3. STEP 3: REVIEW EXAMPLE 2: KEYBOARD MOVEMENT FOR SPONGEBOB
13.4. STEP 4: REVIEW EXAMPLE 3: SPONGEBOB CONTROLLED BY ARDUINO
13.4.1. Step 1: Arduino Preparing
13.4.2. Step 2: Unity Settings
Chapter 14: Example 13: Object Movement with Kinect
14.1. BRIEF ABOUT KINECT
14.2. HOW DOES THE XBOX KINECT WORK?
14.2.1. Software
14.2.2. Hardware
14.3. KINECT XBOX 360 TO UNITY
14.3.1. Step 1: Unity 3D Installation
14.3.2. Step 2: Kinect Software Requirement
14.3.3. Step 3: Kinect Connect to Computer
14.3.4. Step 4: Unity Project
14.3.5. Step 5: Import the Asset
14.3.6. Step 6: Fix Errors
14.3.7. Step 7: Open Scene
14.3.8. Step 8: Edit the Asset and Setup the Camera
14.3.9. Step 9: Final Run
14.4. KINECT V2 TO UNITY
14.4.1. Kinect V2 Short Review
14.4.2. Kinect V2 to Unity
Chapter 15: Example 14: Log and Display Joint Coordinates with Kinect
15.1. STEP 1: INITIAL SETTING
15.2. STEP 2: UNITY INITIALIZATION
15.3. STEP 3: OBJECTS SETTING
15.4. STEP 4: OBJECTS RENAME
15.5. STEP 5: CREATE THE START/STOP LOGGING BUTTON
15.6. STEP 6: CODE SECTION
15.7. STEP 7: RIGHT-HAND JOINT SCRIPT
15.8. STEP 8: TEXT LABELS
15.9. STEP 9: LABEL FOLLOW
15.10. STEP 10: RUN THE PROJECT
15.11. STEP 11: PROJECT FOLDER
15.12. STEP 12: OPEN CSV FILES
Chapter 16: Example 15: Unity and Kinematics
16.1. INVERSE KINEMATICS
16.1.1. Step 1: Unity Installation and Preparation
16.1.2. Step 2: Asset Installation
16.1.3. Step 3: Open Default Scene
16.2. FAST INVERSE KINEMATICS
16.2.1. Step 1: Unity Installation
16.2.2. Step 2: Assent Installation
16.2.3. Step 3: Do the Project and Import the Asset
16.2.4. Step 4: Import dialogue box
16.2.5. Step 5: Run Fast Inverse Kinematic Scene
Chapter 17: Running Unity Project on Raspberry Pi
17.1. ANDROID METHOD
17.2. STEPS TO INSTALL THE UNITY
17.2.1. Step 1: Preparation
17.2.2. Step 2: Unity 3D installation
17.2.3. Step 3: Project Building
17.2.4. Step 4: Temporary Close
17.2.5. Step 5: Project Reopening
17.2.6. Android Unity App Player Run Demo
17.3. WINDOWS 10 IoT CORE METHOD
17.4. STEPS TO INSTALL THE UNITY
17.4.1. The Online Easy Method
17.4.2. The Offline Method
17.4.3. Deployment Steps
17.4.4. APPX Build Steps
Chapter 18: Unity and ROS Bridge
18.1. STEP 1: CREATING ROS PACKAGE
18.2. STEP 2: WRITING PUBLISHER NODE
18.3. STEP 3: MAKING THE UNITY PROJECT
Chapter 19: Example 16: Unity and Mobile Sensors Bond
19.1. INTRODUCTION TO UNITY REMOTE
19.1.1. Step 1 Common: Initial Setting
19.1.2. Step 2 Common: Configure Unity Remote
19.1.3. Step 3 Common: Create a New Unity Project and Setup Unity Remote
19.1.4. Step 4 Common: Create the Sample Scene
19.1.5. Step 5 Common: Further Modifications to the Scenes Game Objects
19.2. EXAMPLE 1: USE MOBILE ACCELEROMETER IN UNITY
19.2.1. Step 1 _ Accelerometer: C# Script and GameObject Control
19.2.2. Step 2 _ Accelerometer: Run the Project
19.3. EXAMPLE 2: USE MOBILE GYROSCOPE IN UNITY
19.3.1. Step 1 Gyroscope: Make a C# Script
19.3.2. Step 2 Gyroscope: Run the Project
19.4. EXAMPLE 3: CAR GAME WITH ACCELEROMETER (UNITY)
19.4.1. Step 1: Initial Step: Inserting the Asset
19.4.2. Step 2: Make the Scene
19.4.3. Step 3: Make the Scripts
19.4.4. Step 4: First Run and Error
19.4.5. Step 5: Fix Collider Physics
19.4.6. Step 6: Follow the Car on the Screen
19.4.7. Step 7: Test with Mobile Phone
19.4.8. Step 8: A Review of Object Properties
BIBLIOGRAPHY
INDEX

✦ Subjects


Mobile Sensors Bond, Raspberry Pi, Ros Bridge, Kinematics


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