Virtual Reality Blueprints

Author: John Williamson   Charles Palmer  

Publisher: Packt Publishing‎

Publication year: 2018

E-ISBN: 9781786465030

P-ISBN(Paperback): 89543100674270

Subject: TP3 Computers

Language: ENG

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Disclaimer: Any content in publications that violate the sovereignty, the constitution or regulations of the PRC is not accepted or approved by CNPIEC.

Virtual Reality Blueprints

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

Stereoscopic viewers

Link Trainers and Apollo

Interactivity and True HMDs

1960 – TelesphereMask

1961 – Headsight

1968 – Teleyeglasses

1965 – The Ultimate Display

1968 – Sword of Damocles

1968 – The mother of all demos

1969 – Virtual Cockpit/Helmet Mounted Sight

1969 – Artificial Reality

1995 – CAVE

1987 – Virtual reality and VPL

1989 – Nintendo Powerglove

1990s – VR Explosion

1991 – Virtuality Dactyl Nightmare

1993 – SEGA VR glasses

1995 – VRML – Virtual reality Markup Language

1995 – Nintendo Virtual Boy

1995 – Hasbro Toaster

2013 – Oculus Rift

2014 – Google Cardboard

2015 – Samsung Gear VR

2018 – Magic Leap

Summary

Chapter 2: Building a Solar System for Google Cardboard

Platform setup

Google Cardboard setup

Setting up the Unity environment

Building the TRAPPIST-1 System

Building the application

Android Instructions

Building an Android application

Invalid command Android error

iOS Instructions

Preparing your Unity project for iOS

Building an iOS application

Summary

Chapter 3: Building an Image Gallery System for the Gear VR

A virtual image gallery

The Samsung Gear VR platform

Process overview – Part 1

Getting started in VR

Prepping for VR

Acquiring the Oculus SDK package

Constructing a panoramic skybox

Creating the Gallery prefab

Optional custom fonts

Building the galleries

Creating the image display element (FullImage)

Creating a controller and a scene controller script

Creating a gallery prefab

Summary

Chapter 4: Adding User Interactions to the Virtual Gallery Project

Facilitating user interaction

Raycasters

StandaloneInput module

Image selector

Setting touch control

Creating feedback for the user

Scene controller

Image collection

Adding imagery

Use a highlight material as feedback

Assigning values

Finalizing user interaction

Using Event Triggers for user feedback

Building the application

Creating an osig file

Preparing your Android device

Building an Android application

Summary

Chapter 5: Fighting Zombies on the Oculus Rift

Playing with zombies

The Oculus Rift platform

Process overview – Part 1

Setting up the Unity environment

Creating the Player GameObject

Graphic Raycaster

Adding a 3D camera

Building the game environment

Constructing gameplay boundaries

Setting the mood

Creating spawn points

Optimizing the experience for VR

Frame rate is key to performance

Reducing excessive scene geometry

Removing unnecessary objects

Using planes

Occlusion culling

Lightmapping

Creating the zombie prefab

Animating the zombie assets

Adding transitions

Summary

Chapter 6: Scripting Zombies for the Oculus Rift

Scripting the zombies

Summoning zombies

ZombieSpawner script

Controlling the zombie prefab

ZombieController script

Fighting back

PlayerController script

Update function

Shoot function

OnDrawGizmos function

Testing the PlayerController

Targeting reticle cursor

Setting the mood

Building an executable

Summary

Expanding the experience

Chapter 7: Carnival Midway Games — Part 1

Recreating carnival games

Preproduction

Special production note

Requirements

Process overview – Part 1

Preparing Unity for VR development on the Rift

Loading the OVRP

Setting up the project

Creating the player avatar

Designing the play area

Building the game environment

Building the game booth

Adding 3D text

Creating the booth prefab

Planning the midway activities

Adding clutter to the scene

Combating VR sickness

Eliminating non-forward motion

Consider adding UI overlays

Reducing acceleration

Reducing yaw

Reducing vection

Using appropriate motions

Implementing movement

A gaze-based teleportation system

Mapping touch controller buttons

Deactivating stick movement  [Optional] 

Making objects grabbable

Summary

Chapter 8: Carnival Midway Games — Part 2

Backing up the project

Local backup

Unity Collaborate

Software version control services

Midway booth games

Wacky Mole props

The GameTable

The mole

The Score Board

Crispy UI Text

The mallet

Animating the mole

Building an animation state machine

Scripting the mole asset

Scripting the mole game controller

Finishing the Wacky Mole game

Milk Bottle Toss props

Game props

Scripting the Milk Bottle Toss game

Building the application

Expanding the game

Summary

Appendix A: VR Hardware Roundup

VR hardware roundup

Google Cardboard

Google Daydream

Gear VR

Oculus Rift

Vive

Sony PSVR

HoloLens

Headset costs

Appendix B: VR Terms and Definitions

VR terms and definitions

Primer of best practices

Input

Movement

User interface and experience design

Motion sickness

Motion sickness prevention, there is no cure

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Index

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