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Unity 2018 By Example

You're reading from   Unity 2018 By Example Learn about game and virtual reality development by creating five engaging projects

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Product type Paperback
Published in Jul 2018
Publisher
ISBN-13 9781788398701
Length 484 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (14) Chapters Close

Preface 1. Unity Fundamentals FREE CHAPTER 2. Creating a Collection Game 3. Creating a Space Shooter 4. Continuing the Space Shooter 5. Creating a 2D Adventure Game 6. Continuing the 2D Adventure 7. Creating Artificial Intelligence 8. Continuing with Intelligent Enemies 9. Entering Virtual Reality 10. Completing the VR Game A. Test Your Knowledge Answers Other Books You May Enjoy Index

Preparing for VR

In this chapter so far, we've been preparing the foundations for a scene, ready to add core functionality and gameplay. To recap, our game will be a first-person VR shooter, in which waves of enemy droids will spawn into the level, move towards the player, and then attack on approach. The player must dispatch all enemies and see how long they can survive the level. We still have gameplay to implement, and whenever creating VR content, I like to make the project compatible with both VR and a standard first-person controller, both to help debugging and to aid testing without a headset.

But, before moving forwards with development, let's prepare for VR development generally. This section uses the Oculus Rift device, although the development workflow is similar for Oculus Go too. To get started, you'll need to connect and install your Oculus Rift device. Instructions for doing this can be found online at https://support.oculus.com/guides/rift/latest/concepts...

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