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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

Our goal for this book is to provide an experiential learning approach to development. We want to guide your learning, but we will also provide many opportunities to augment your learning with additional creative challenges and links to external sources to expand upon the projects described here.

In this chapter, we looked at the base Unity workflow for developing VR experiences. We provided a stationary solution so that we could focus on the development process. The Cardboard platform provides access to VR content from a mobile platform, but it also allows for touch and gaze controls, which we will explore in the next chapter. Our second activity, an interactive image gallery, will be built for the Samsung VR Gear, but it can also be built for the Google Cardboard platform.

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