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)

Scripting the zombies

In this chapter, we'll finish up the ShootingRange project with scripts and interactivity. Keep in mind that the approach we're taking is just a guide; it's designed to be embellished with your own creativity with regards to the environment and interactions in the world. So, with that said, let's get back to the action.

Summoning zombies

In Chapter 6, Scripting Zombies for the Oculus Rift, we constructed the scene, which included the environment, the Zombie prefab, and a state machine to control the animations. We can now create the scripts needed to spawn enemies at the ZombieSpawnPoint GameObjects.