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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

Summary

We have now completed the setup phase of this project. Our scene provides an environment for the zombie animator and spawn points. Donning the headset and hitting play will let you look around the space, but we still will not see any creatures making their way toward the player. To get them started, we need to create three new scripts: the PlayerController, the ZombieController, and the ZombieSpawner. Each of these scripts will be covered in detail in the next chapter.

Another important component of this chapter was the discussion on creating comfortable experiences in virtual reality. Optimizing your project is centered around making development choices based on your target device. Visit Unity's VR tutorials at https://unity3d.com/learn/tutorials/topics/virtual-reality/optimisation-vr-unity, for a detailed list of resources and techniques to make your projects run...

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