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Getting Started with React VR

You're reading from   Getting Started with React VR Build immersive Virtual Reality apps for the web with React

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Product type Paperback
Published in Nov 2017
Publisher Packt
ISBN-13 9781788476607
Length 294 pages
Edition 1st Edition
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Author (1):
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John Gwinner John Gwinner
Author Profile Icon John Gwinner
John Gwinner
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Table of Contents (13) Chapters Close

Preface 1. What is Virtual Reality, Really? 2. Flatland and Beyond: VR Programming FREE CHAPTER 3. 3D or Reality in Dimensions Other than X and Y 4. The React VR Library 5. Your First VR App 6. Working with Poly and the Gon Family 7. Sitting Down with a (Virtual) Teapot 8. Breath Life in Your World 9. Do It Yourself – Native Modules and Three.js 10. Bringing in the Real Live World 11. Take a Walk on the Wild Side 12. Publishing Your App, and Where to Go from Here

Something more visual


We've done some neat interactivity, which is fantastic, although another big reason to use three.js directly is to do something rendering wise that React VR cannot do. Well, actually, React VR can do some amazing things through Native methods, so let's do exactly that.

First, let's change our cube from bouncing around to spinning as well. It'll look more impressive when we add some of the visual effects.

Let's also add a few spheres around. We'll want some things to reflect. I chose reflection as an impressive thing that you cannot really do in real time with WebVR currently, although we can do something really close to it through environment mapping. For a fairly long discussion of what environment mapping is, you can go to: http://bit.ly/ReflectMap

Add the following code to your existing index.vr.js, below the </VrButton>:

     <Sphere
      radius={0.5}
      widthSegments={20}
      heightSegments={12}
      style={{
        color: 'blue',
        transform...
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