Download 2D to VR with Unity5 and Google Cardboard by Roberto Dillon PDF

By Roberto Dillon

The publication presents an updated creation to the most recent model of solidarity and its workflow by way of guiding readers via a number of prototypes. those variety from 2nd to 3D video game techniques for workstation and cellular, will enable readers to get conversant in a number of vital recommendations and make allowance them to develop into powerfuble solidarity builders in a position to research at their very own speed. The booklet starts off through introducing harmony and proceeds in development a uncomplicated knowing of its major elements via constructing a primary, easy second online game earlier than continuing in constructing a whole informal online game to improvement of an easy yet immersive 3D online game inspiration to be demonstrated first on notebook ahead of exploring the way to port it for cellular VR.using Google Cardboard.

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Additional info for 2D to VR with Unity5 and Google Cardboard

Sample text

X; // once we reach a certain position, we change direction. Otherwise, keep moving if (x > boundary) { speed *= -1; // necessary as platform may go beyond 7 and then remain stuck there as direction changes every frame. 18). 19)! Now is a good time to have a quick introduction to debugging. Once we start coding, sooner or later we will realize that things don’t go as expected: errors may be reported by Unity in the Console window, and programs won’t start at all or, if they do, there may be some unexpected behaviors that we need to fix.

These are progressively smaller versions of the original texture that can be used when the object is 16 ◾ 2D to VR with Unity5 and Google Cardboard far away from the camera to improve performance. This comes at a memory cost, though, as storing mipmaps will require a 33 percent increase in memory usage. For our small example, whether mipmaps are generated or not doesn’t really matter but, in general, the suggestion is to always use mipmaps for all textures except for those used in the graphical user interface (GUI), since these will always be in front of the camera and will never be minified.

Now is a good time to have a quick introduction to debugging. Once we start coding, sooner or later we will realize that things don’t go as expected: errors may be reported by Unity in the Console window, and programs won’t start at all or, if they do, there may be some unexpected behaviors that we need to fix. 18 The script showing up now in the Inspector. Public variables can be accessed and changed from here. 19 Our current platformer: not much to show yet, but the top platform is moving back and forth according to the speed and boundaries set in our script.

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