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)

Summary

Our goal in this project was to introduce the novice reader to many commonly used VR techniques and best practices. Our investigation began preproduction planning and design. In this phase, we looked at planning the experience and setting up the Unity environment for VR development, which included a look at the Oculus Virtual Reality plugin. This package contains scripts and prefabs for facilitating VR interactions, camera management, grasping with Touch Controllers, haptic response, debugging tools, and an avatar system.

With the OVR elements in place, we looked at the level design technique of gray boxing. This is an early design technique used to prototype our scene, focusing on mechanics, movement, and interaction. Instead of finished models, textures, and visual effects, we reduced our palette to primitive shapes, grayscale colors, and simple materials. Without the...