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Virtual Reality Blueprints

You're reading from   Virtual Reality Blueprints Create compelling VR experiences for mobile and desktop

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Product type Paperback
Published in Feb 2018
Publisher Packt
ISBN-13 9781786462985
Length 250 pages
Edition 1st Edition
Languages
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Authors (2):
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John Williamson John Williamson
Author Profile Icon John Williamson
John Williamson
Charles Palmer Charles Palmer
Author Profile Icon Charles Palmer
Charles Palmer
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Table of Contents (12) Chapters Close

Preface 1. The Past, Present, and Future of VR FREE CHAPTER 2. Building a Solar System for Google Cardboard 3. Building an Image Gallery System for the Gear VR 4. Adding User Interactions to the Virtual Gallery Project 5. Fighting Zombies on the Oculus Rift 6. Scripting Zombies for the Oculus Rift 7. Carnival Midway Games — Part 1 8. Carnival Midway Games — Part 2 9. VR Hardware Roundup 10. VR Terms and Definitions 11. Other Books You May Enjoy

Expanding the game

The steps provided here serve to build a prototypical midway experience for virtual reality. But you don't have to stop here. Consider making the following improvements:

  • Add sounds: Incorporate ambient crowd noises, carnival music at the booths, the sound of the mallet hitting a mole, or the ball hitting a bottle.
  • Add a scoring UI: Remove the UI Canvas from the mole game and add a scoring mechanism to the VR camera.
  • Design a new game for the closed booth: How about a dart/archery activity, basketball hoops, Skee-Ball, Ring Toss, or WaterGun game? Or something entirely new that is only possible in VR.
  • Move on to the next phase: Replace our primitive GameObjects with 3D modeled shapes and textures. Build new objects in a 3D application or search the Asset Store for suitable GameObjects.
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