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)

Optimizing the experience for VR

Your VR experience will only be pleasing if it is comfortable for the user. Nausea, dizziness, and malaise point to common reasons for VR discomfort and project failure. These issues result from poor planning and optimization of the experience.

Optimizing your VR project involves preparing your environment, graphics, and processes to run smoothly on the intended device. Unity maintains a list of resources and techniques for getting the most out of the Engine. Visit the link https://unity3d.com/learn/tutorials/topics/virtual-reality/optimisation-vr-unity for an extensive look at the performance attributes to consider during development. For the purpose of this book we would like to discuss three key areas; frame rate, geometry reduction, and lightmapping.

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