Chapter
Chapter 1: The Past, Present, and Future of VR
The history of virtual reality
Through the looking glass
Making a static image dance
The bigger the better – panoramic paintings
Interactivity and True HMDs
1965 – The Ultimate Display
1968 – The mother of all demos
1969 – Virtual Cockpit/Helmet Mounted Sight
1969 – Artificial Reality
1987 – Virtual reality and VPL
1989 – Nintendo Powerglove
1991 – Virtuality Dactyl Nightmare
1995 – VRML – Virtual reality Markup Language
1995 – Nintendo Virtual Boy
Chapter 2: Building a Solar System for Google Cardboard
Setting up the Unity environment
Building the TRAPPIST-1 System
Building an Android application
Invalid command Android error
Preparing your Unity project for iOS
Building an iOS application
Chapter 3: Building an Image Gallery System for the Gear VR
The Samsung Gear VR platform
Process overview – Part 1
Acquiring the Oculus SDK package
Constructing a panoramic skybox
Creating the Gallery prefab
Creating the image display element (FullImage)
Creating a controller and a scene controller script
Creating a gallery prefab
Chapter 4: Adding User Interactions to the Virtual Gallery Project
Facilitating user interaction
Creating feedback for the user
Use a highlight material as feedback
Finalizing user interaction
Using Event Triggers for user feedback
Preparing your Android device
Building an Android application
Chapter 5: Fighting Zombies on the Oculus Rift
Process overview – Part 1
Setting up the Unity environment
Creating the Player GameObject
Building the game environment
Constructing gameplay boundaries
Optimizing the experience for VR
Frame rate is key to performance
Reducing excessive scene geometry
Removing unnecessary objects
Creating the zombie prefab
Animating the zombie assets
Chapter 6: Scripting Zombies for the Oculus Rift
Controlling the zombie prefab
Testing the PlayerController
Chapter 7: Carnival Midway Games — Part 1
Recreating carnival games
Process overview – Part 1
Preparing Unity for VR development on the Rift
Creating the player avatar
Building the game environment
Creating the booth prefab
Planning the midway activities
Adding clutter to the scene
Eliminating non-forward motion
Consider adding UI overlays
Using appropriate motions
A gaze-based teleportation system
Mapping touch controller buttons
Deactivating stick movement [Optional]
Chapter 8: Carnival Midway Games — Part 2
Software version control services
Building an animation state machine
Scripting the mole game controller
Finishing the Wacky Mole game
Scripting the Milk Bottle Toss game
Appendix A: VR Hardware Roundup
Appendix B: VR Terms and Definitions
User interface and experience design
Motion sickness prevention, there is no cure
Other Books You May Enjoy