After proper research, I found out virtual reality game development is not difficult, regardless of whether you don’t have any 3D or coding experience. To give you a model, here is an app I made utilizing this technique.
Tools you need:
A VR headset (I have Google Cardboard, but others will work fine and dandy.)
Unity (Download and introduce the free form)
Android SDK (you can Download from the SDK Tools Only section. I’m utilizing Android for instance, but iOS should function also.)
Cardboard Unity SDK (Download from Github repo)
Jupp Otto develop auto walk script you can download from Guithub.
The app we’ll be making is an essential virtual environment visit. You can flip auto walk utilizing the trigger in your VR headset.
Stage 1: Create a virtual environment
Open Unity. Do a project in the spring up window — no compelling reason to modify any settings now.
I’ll be utilizing this Forest Environment free resource made by Patryk Zatylny, but you can use whatever advantage you like. Open the URL, click “Open in Unity.” Unity will stack it in the Asset Store panel. At that point click “Download” (Unity doesn’t permit downloading resource straightforwardly from the site page).
After the download is done, you’ll see a spring up. Click “Import.”
Explore to your Project panel (If you can’t discover it, go to the top menu bar, Window > Layouts > Default). Double tap the demoScene_free document in the record structure (utilize the slider in the lower ideal to change thumbnail measure). Presently you can see the beautiful view in the Scene panel.
Stage 2: Set up Cardboard Unity SDK
In the Hierarchy panel, erase First Person Controller and Main Camera.
Unfasten the Cardboard SDK you downloaded from the Github repo; you get a cardboard-unity-ace organizer. In the top menu bar, go to Asset > Import package > Custom package, pick CardboardSDKForUnity in the cardboard-unity-ace organizer. In the following spring up, click “Import.”
In your Project panel, you’ll see a Cardboard organizer. Go to the Prefabs subfolder, drag CardboardMain and drop it in the Scene.
Test it out by clicking on the play button. Utilize your mouse/trackpad and alt/control keys to simulate camera container/tilt. When you are not in play mode, you can modify the underlying position of CardboardMain utilizing the Transform section in the Inspector panel right on the right, or using the transform tools in the toolbar in the upper left. (More subtleties on the most proficient method to position things in Unity)
Stage 3: Add an auto-walk features
Unfasten the auto-walk script you downloaded from the Github repo; you get a Google-Cardboard-ace organizer. Drag the auto walk. Cs record and drop it in the Assets envelope in the Project panel.
Click to choose CardboardMain in the Hierarchy panel, click “Include part” in the Inspector panel right to one side, discover Autowalk and select it.
You’ll see another Autowalk section in the Inspector panel. Set the speed to 1 and click “Walk. Presently in play mode, you can utilize mouse click/trackpad tap to simulate the trigger to see auto walk in real life!
Stage 4: Package the app
Go to the menu bar, File > Build setting. Select Android and click on “Player settings.” Enter a Company Name (up on the top) and a Bundle Identifier (in the Other Settings section down on the base).
Look down to Publishing Settings. If you don’t have a keystore, check “Make New Keystore,” enter your password, and click “Browse Keystore.” In the spring up, enter a name for your keystore and click “Spare.” Presently you should see the document way of your keystore by “Browse Keystore.” (More subtleties on marking an Android app)
In the “Key” section beneath, in the Alias dropdown, select “Make another key.” Enter your information in the spring up and click “Make Key.”
Alternatively, you can include your app icon in the Icon section. Click “Build” in the Build Settings window. During the procedure, you may get requested to choose the root Android SDK envelope. Unfasten the Android SDK document you downloaded and select that organizer. You may likewise get requested to refresh SDK. Confirm to refresh. After the build is done, you can introduce the app on your Android telephone, test it out with you VR headset, or even transfer it to Google Play Store! (In some cases when you pivot your head the camera doesn’t turn with you. Leaving and reopening the app should fix it. It may have something to do with the SDK rendition and Android form. Fill me in as to whether you discover more insights regarding this bug.)