What this book covers
This book takes a practical, project-based approach to teach the specifics of virtual reality development using the Unity 3D game development engine. You'll learn how to use Unity 2018 to develop VR applications, which can be experienced with devices such as the Oculus Rift or Google Cardboard and all kinds of devices in between.
However, we have a slight problem here—the technology is advancing very rapidly. Of course, this is a good problem to have. Actually, it's an awesome problem to have, unless you're a developer in the middle of a project or an author of a book on this technology! How does one write a book that does not have obsolete content the day it's published?
Throughout the book, I have tried to distill some universal principles that should outlive any short-term advances in virtual reality technology, which includes the following:
- Categorization of different types of VR experiences with example projects
- Important technical ideas and skills, especially the ones relevant to the building of VR applications
- General explanations on how VR devices and software works
- Strategies to ensure user comfort and to avoid VR motion sickness
- Instructions on using the Unity game engine to build VR experiences
Once VR becomes mainstream, many of these lessons will perhaps be obvious rather than obsolete, just like the explanations from the 1980s on how to use a mouse would just be silly today.