Title Page Copyright and Credits Virtual Reality Blueprints Packt Upsell Why subscribe? PacktPub.com Foreword Contributors About the authors About the reviewer Packt is searching for authors like you Preface Who this book is for What this book covers To get the most out of this book Download the example code files Download the color images Conventions used Get in touch Reviews 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 Why stop at just sight and sound? – Smell o' Vision and Sensorama 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 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 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 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 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 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 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 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 VR Hardware Roundup VR hardware roundup Google Cardboard Google Daydream Gear VR Oculus Rift Vive Sony PSVR HoloLens Headset costs 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 Leave a review - let other readers know what you think