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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

Getting started in VR

Our first step is to set up our Unity environment. This is a common process for many Unity projects. It entails creating the new project files and adding asset folders for organizing the various elements needed to bring the project to life. Take the following steps to get started:

  1. Create a new Unity project called VRGallery
  2. Create the following folders within the Project panel:
    • Materials
    • Prefabs
    • Scenes
    • Scripts
  1. Save the scene as WIP_1 and move it into the Scenes folder. We will make incremental versions of the scene to aid in debugging. Work In Progress (WIP).

Creating an organized folder structure within the Asset directory saves lots of time and frustration. This is always the first step when creating a new project. Normally, we would also create a Texture directory, but this time we will import sample textures from the resources section of the supporting...

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