Preface Chapter 1: Virtually Everything for Everyone What is virtual reality to you? Types of head—mounted displays Desktop VR Mobile VR The difference between virtual reality and augmented reality Applications versus games What this book covers Who are you? Types of VR experiences Technical skills that are important to VR Summary Chapter 2: Objects and Scale Getting started with Unity Starting a new Unity project The Unity editor The default world space Creating a simple diorama Adding a cube Adding a plane Adding a sphere and some material Changing the scene view Adding a photo Coloring the ground plane Measurement tools Keeping a unit cube handy Using a Grid Projector Measuring the Ethan character Importing from the Blender experiment An introduction to Blender A unit cube A UV Texture image Importing into Unity A few observations Summary Chapter 3: VR Build and Run VR device integration software Unity's built—in VR support The device—speciffC SDK The OSVR project WebVR 3D worlds Creating the MeMyselfEye prefab Build for the Oculus Rift Build for Google Cardboard The Android setup The iOS setup Installing the Cardboard Unity package Adding the camera The build settings The Play Mode Building and running in Android Building and running in iOS The device—independent clicker How virtual reality really works Stereoscopic 3D viewing Head tracking Summary Chapter 4: Gaze—based Control Ethan,the walker Artificially intefligent Ethan The Navmesh bakery A random walker in the town Interlude—a quick introduction to Unity programming The RandomPosition script Zombie—ize"Ethan! Go where I'm looking The LookMoveTo script Adding a feedback cursor Observations If looks could kill The Kill Target script Adding particle effects Cleaning up Summary Chapter 5: World Space UI A reusable default canvas The visor HUD The reticle cursor The windshield HUD The game element UI The info bubble An in.game dashboard with input events Creating a dashboard with buttons Linking the water hose to the buttons Activating buttons from the script Look to highlight a button Looking and then clicking to select Looking and staring to select A responsive object Ulwith head gestures Using the head position Using head gestures Summary Chapter 6: First—person Character Understanding the Unity characters Unity components The Camera component The Rigidbody component The Character Controller component Unity Standard Assets ThirdPersonController AIThirdPersonController FirstPersonController RigidBodyFPSController Making a first person Move in the direction you're looking Keep your feet on the ground Don't pass through solid objects Don't fall off the edge of the world Stepping over small objects and handling uneven terrain Start and stop moving Using head gestures to staNstop User calibrations A charactets height Real—Iife height of a player Recentering Maintaining a sense of self Head—body disconnect Head and body... ...And feet The body avatar Virtual David le nose Audio cues Locomotion,teleportation,and sensors Managing VR motion sickness Summary Chapter 7: Physics and the Environment Unity physics Bouncy balls Headshots Trampoline and brick A human trampoline Like a brick Like a character Interlude—environment and things Wispy Sky The planet Earth The corporate logo Blender Unity An elevator Jumping Summary …… Chapter 8: Walk—throughs and Rendering Chapter 9: Using All 360 Degrees Chapter 10: Social VR Metaverse Chapter 11: What's Next? Index