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)

Creating the zombie prefab

We can now begin the process of incorporating the Zombies into our scene. The Zombie asset created by Pxltiger comes with the models, materials, textures, and animated prefabs. This saves us hours of work constructing the elements, but we still need to prepare the assets for our scene and create a means of controlling the various states needed to have the creature interact with our player:

  1. Create the Zombie prefab by dragging the Zombie/Model/z@walk asset from the Project window to the Hierarchy window. When the item appears in the Hierarchy panel, the text will be blue.

We are utilizing the walk animation since our biters will always be moving. For future projects, you might want to use an idle or default animation as the project requires.

  1. Rename the z@walk item to ZombiePrefab in the Inspector panel.
  2. Add a Capsule Collider component to the prefab...