Book Image

Virtual Reality Blueprints

By : Charles Palmer, John Williamson
Book Image

Virtual Reality Blueprints

By: Charles Palmer, John Williamson

Overview of this book

Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop and mobile-based games and applications. Explore the three top platforms—Cardboard VR, Gear VR, and OculusVR —to design immersive experiences from scratch. You’ll start by understanding the science-fiction roots of virtual reality and then build your first VR experience using Cardboard VR. You'll then delve into user interactions in virtual space for the Google Cardboard then move on to creating a virtual gallery with Gear VR. Then you will learn all about virtual movements, state machines, and spawning while you shoot zombies in the Oculus Rift headset. Next, you'll construct a Carnival Midway, complete with two common games to entertain players. Along the way, you will explore the best practices for VR development, review game design tips, discuss methods for combating motion sickness and identify alternate uses for VR applications
Table of Contents (12 chapters)

Building the application

With our virtual gallery complete, it's time to build the application and install it on a mobile device for display in the Samsung Gear VR. The build process is exactly the same as building any other Android executable application.

Creating an osig file

Before the application can be installed, it must first be authorized by Oculus to run on the Gear VR. Skipping this step will result in an application that will run on the mobile device, but it will not be recognized when plugged into the Gear VR:

  1. If you haven't done so, create an Oculus account at This step may have been completed when initially setting up the Gear VR device.
  2. Obtain a Device ID and use it to...