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Cardboard VR Projects for Android

You're reading from   Cardboard VR Projects for Android Develop mobile virtual reality apps using the native Google Cardboard SDK for Android

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Product type Paperback
Published in May 2016
Publisher
ISBN-13 9781785887871
Length 386 pages
Edition 1st Edition
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Authors (2):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
Matt Schoen Matt Schoen
Author Profile Icon Matt Schoen
Matt Schoen
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Toc

Table of Contents (11) Chapters Close

Preface 1. Virtual Reality for Everyone 2. The Skeleton Cardboard Project FREE CHAPTER 3. Cardboard Box 4. Launcher Lobby 5. RenderBox Engine 6. Solar System 7. 360-Degree Gallery 8. 3D Model Viewer 9. Music Visualizer Index

Summary

In this chapter, we started by defining Google Cardboard and saw how it fits in the spectrum of consumer virtual reality devices. We then contrasted Cardboard with higher end VR devices, such as Oculus Rift, HTC Vive, and PlayStation VR, making the case for low-end VR as a separate medium in its own right. There are a variety of Cardboard viewer devices on the market, and we looked at how to configure your smartphone for your viewer using QR codes. We talked a bit about developing for Cardboard, and considered why and why not to use the Unity 3D game engine versus writing a native Android app in Java with the Cardboard SDK. Lastly we took a quick survey of many design considerations for developing for VR that we'll talk more about throughout the book, including ways to avoid motion sickness and tips for integrating Cardboard with Android apps in general.

In the next chapter we start coding. Yaay! For a common point of reference, we'll spend a little time introducing the Android Studio IDE and reviewing the Cardboard Android classes. Then together we'll build a simple Cardboard app, as we lay the groundwork for the structure and function of other projects throughout the book.

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