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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

Building the game environment

Next, we will create the GameObjects needed to establish our play area. Our player will be standing still, so our level design can be very simple. It will consist of a few walls, a ground plane, some spawn points for our shambling undead, and eventually a moody skydome. We'll start by creating a container to hold the physical boundaries of the space.

Constructing gameplay boundaries

In the game, our player will battle for their life from a stationary position. The scene is a typical unrealistic Hollywood back alley, which sits at the junction of three pathways. Every few seconds, a zombie will be spawned in one of the pathways and the creature will then move toward the player.

We need to...

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