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)

Preface

In Q3 of 2017, the virtual reality (VR) hardware industry achieved a new milestone. After years of slow adoption rates and lagging sales, manufacturers sold 1 million VR headsets. This achievement astounded many tech writers who had predicted that the technology would be relegated to early adopters and the techno-curious. However, the industry is finally seeing its greatest amount of traction since the release of the modern consumer headsets. Also, this adoption is ushering in a boom for VR developers. With lower headset costs and a strong consumer market, industries across the globe are investing in VR titles. This is not just entertainment companies; industries such as manufacturing, healthcare, retail sales, and education are leading the charge to explore new ventures and uses for VR technologies.

Just look at employment companies such as Glassdoor, Indeed, and Monster. New job postings for VR developers are emerging daily in every US tech market, from New York to Houston TX to Redmond WA. VR development skills are in hot demand.

In this book, we offer a practical, project-based approach to VR development. Using four approachable but thought-provoking concepts, we teach the specifics of implementing VR projects using the Unity development platform. Each project starts as a step-by-step guide, but also includes discussions on VR best practices, design choices, technical challenges, and guidance for the improvement and implementation of your own solutions.

Our hope is that you will walk away with a new set of skills, an appreciation for VR development, and ideas for creating rich, immersive experiences using the Unity platform.