Summary
In this chapter, we examined the different aspects of VR documents within Animate, alongside their relationship with WebGL glTF documents and the wider glTF specification. We gained an understanding of how VR 360 and VR Panorama documents differ from one another and explored how to generate photographic textures in formats appropriate to each document type. Expanding on this, we implemented our photographic imagery as textures across different scenes and imported renders of 3D models and a small drawing into our scenes. With everything positioned within each scene and subtle animations added to our drawing with the Asset Warp tool, we wrote JavaScript code to enable the user to interact with the various imported visual objects and animations in different ways.
In the next chapter, we will explore how to enable the Adobe AIR runtime and build a small application with this amazing cross-platform technology.