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Virtual Reality Blueprints

You're reading from   Virtual Reality Blueprints Create compelling VR experiences for mobile and desktop

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Product type Paperback
Published in Feb 2018
Publisher Packt
ISBN-13 9781786462985
Length 250 pages
Edition 1st Edition
Languages
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Authors (2):
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John Williamson John Williamson
Author Profile Icon John Williamson
John Williamson
Charles Palmer Charles Palmer
Author Profile Icon Charles Palmer
Charles Palmer
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Toc

Table of Contents (12) Chapters Close

Preface 1. The Past, Present, and Future of VR FREE CHAPTER 2. Building a Solar System for Google Cardboard 3. Building an Image Gallery System for the Gear VR 4. Adding User Interactions to the Virtual Gallery Project 5. Fighting Zombies on the Oculus Rift 6. Scripting Zombies for the Oculus Rift 7. Carnival Midway Games — Part 1 8. Carnival Midway Games — Part 2 9. VR Hardware Roundup 10. VR Terms and Definitions 11. Other Books You May Enjoy

What this book covers

Chapter 1, The Past, Present, and Future of VR, provides a detailed introduction to the virtual reality platform, from its early beginnings in the late 1700s to the hardware devices of today. This chapter looks at the persistence of vision, stereoscopy, and haptic feedback combined with bridging the virtual and physical worlds.

Chapter 2, Building a Solar System for Google Cardboard, is a simple starting project using the Trappist-1 Solar System as a backdrop for introducing VR development to the novice user.

Chapter 3, Building an Image Gallery System for the Gear VR, uses virtual field trips, the cornerstone of VR titles, to illustrate how to construct virtual sets. This chapter also outlines the planning process for user engagement. This is another introductory project intended for the novice user.

Chapter 4, Adding User Interactions to the Virtual Gallery Project, makes the case that the key to VR immersion is user interaction. In this chapter, we introduce the subject of immersion by expanding the Image Gallery to accept user input. A series of controller scripts are constructed for image and gallery selection within VR spaces. This project is geared to the Intermediate Unity Developer, but the instructions and methodology are structured for all skill levels.

Chapter 5, Fighting Zombies on the Oculus Rift, examines the first-person shooter genre. Shooter games, both first- and third-person, have been firmly cemented as the top game genre for well over a decade. Part 1 of the Zombie shooter project covers constructing an environment, implementing a raycaster system, and using state machines to control prefab animation. Along the way, we also identify techniques for optimizing VR experiences.

Chapter 6, Scripting Zombies for the Oculus Rift, covers the second part of the Zombie shooter. Here, we explain and construct scripts for controlling zombie and player interactions. Some Unity scripting experience is expected, but detailed instructions are available for novice users.

Chapter 7, Carnival Midway Games — Part 1, is the final project of the book. Together, we will construct two mini games commonly found at community carnivals. Part 1 covers building the environment, discussing level design techniques, and planning the teleportation system.

Chapter 8, Carnival Midway Games Part 2, provides instructions for adding UI elements, scripting various game objects, and finalizing the project. As a final task, the reader should extend beyond the content presented here, adding Asset Store items or custom game objects to complete the carnival mood.

Appendix A, VR Hardware Roundup, is a catalog of the current VR headsets. It provides product details, specifications, and price comparisons.

Appendix B, VR Terms and Definitions, provides ancillary VR terminology for those looking for a deeper understanding of the concepts covered in this book. This appendix also includes best practices for input, movement, and designing user experiences.

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