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Index
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
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