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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
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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 experience

And don't stop at just cosmetics; consider other features that could improve the player's experience in your VR world. Here are a few challenges to consider:

  • Try adding additional spawning locations or randomizing the current locations so that they change on each game start.
  • The Zombies currently move at a standard speed. Try increasing the ZombieController base Move Speed by 0.25 after a zombie is killed. This will add a bit of a challenge for your players.
  • Use a UI Canvas to implement a health/damage system. Give the player three lives and keep track of how many zombies are returned to the grave.
  • Add environmental sounds to heighten the suspense.
  • Add a weapon to help the player visualize the experience. Try adding the PM-40 (http://u3d.as/mK7) to the CenterEyeAnchor.
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