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)

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.