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Virtual reality blueprints : create compelling VR experiences for mobile and desktop / Charles Palmer, John Williamson ; foreword by Jesse Schell.

Ebook Central College Complete Available online

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Format:
Book
Author/Creator:
Palmer, Charles, author.
Williamson, John, author.
Contributor:
Schell, Jesse, writer of foreword.
Language:
English
Subjects (All):
Virtual reality.
Physical Description:
1 online resource (229 pages) : color illustrations
Edition:
1st ed.
Place of Publication:
Birmingham, [England] ; Mumbai, [India] : Packt, 2018.
Summary:
Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop, mobile, and web-based games.
Contents:
Cover
Copyright and Credits
Packt Upsell
Foreword
Contributors
Table of Contents
Preface
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
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
Creating an osig file
Preparing your Android device
Chapter 5: Fighting Zombies on the Oculus Rift
Playing with zombies
The Oculus Rift platform
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
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
Building an executable
Expanding the experience
Chapter 7: Carnival Midway Games - Part 1
Recreating carnival games
Preproduction
Special production note
Requirements
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 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
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
Expanding the game
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
Other Books You May Enjoy
Index.
Notes:
Includes index.
Description based on online resource; title from PDF title page (EBC, viewed March 21, 2018).
ISBN:
9781786465030
1786465035

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