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Deconstructing Google Cardboard Apps PDF

211 Pages·2015·12.61 MB·English
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Deconstructing Google Cardboard Apps By: Michael Vaissiere, Mike Pasamonik, Oleksandr Popov and Peter Bickhofe Deconstructing Google Cardboard Apps Copyright (c) 2015 Bleeding Edge Press All rights reserved. No part of the contents of this book may be reproduced or transmitted in any form or by any means without the written permission of the publisher. This book expresses the authors’ views and opinions. The information contained in this book is provided without any express, statutory, or implied warranties. Neither the authors, Bleeding Edge Press, nor its resellers, or distributors will be held liable for any damages caused or alleged to be caused either directly or indirectly by this book. ISBN 9781939902245 Published by: Bleeding Edge Press, Santa Rosa, CA 95404 Title: Deconstructing Google Cardboard Apps Authors: Michael Vaissiere, Mike Pasamonik, Oleksandr Popov, and Peter Bickhofe Editor: Troy Mott Copy Editor: Christina Rudloff Cover Design: ZoranFiver Website: bleedingedgepress.com Preface Introducing Google Cardboard Google Cardboard is one of the most accessible ways to experience virtual reality today, and has been called virtual reality’s “gateway drug.” Its ease of use and affordability, coupled with the fact that it works with phones means that almost anyone can now be transported into virtual worlds. The platform was updated at this year’s Google I/O and was extended to iPhones, with many companies on board including YouTube and GoPro. Even educators can now take entire classrooms on virtual field trips anywhere in the world with the new Expeditions initiative. This means that Google Cardboard is an exciting platform for developers, and this book will introduce developers to this new market utilizing both the Cardboard Android SDK and the Cardboard Unity SDK. From creating the ambiance and immersion of a virtual landscape, to using a smartphone camera to layer worlds with different filters, capturing and controlling speech, optimizing graphics, and even promoting your app in the Google Play store, this book will provide developers with everything they need to successfully build Google Cardboard applications. What should you know prior to reading this book? This book is aimed at mobile developers with Unity3D experience. The following level of knowledge is helpful to get the most out of this book: 3D Authoring--you should know what mesh and a vertex are and have already played around with a tool like Blender, Sketches, or something similar. Unity--you should have completed the basic tutorials and know how to build the sample scenes from Unity. You should know what a Prefab and a Shader are. You should know how to send an application to your phone. Android--you should know what an apk is and know how to debug with adb. Source code For this book, you can download the source code at: https://github.com/backstopmedia/cardboard_book. Authors Michael Vaissiere Michael Vaissier (aka Ryan Conrad in VR) has been working in IT for the past fifteen years, as a developer, enterprise architect, and a project manager. He is an indie developer creating Google Cardboard apps, creating the popular Alien Apartment VR. He loves crafting worlds, music, and stories and is passionate about science and astronomy. Mike Pasamonik Mike Pasamonik is the creator of Glitcher VR. He is a computer science graduate student and a full time software engineer at San Diego State University’s Language Acquisition Resource Center, where his duties include writing and maintaining web and mobile applications. His primary area of study and interests are in artificial intelligence, computer vision, robotics, and VR. Oleksandr Popov and Dymtro Popov Oleksandr Popov and Dmytro Popov are the creators of Lanterns and Villages VR among many other applications. Dmytro is a 3D artist at Villages VR among many other applications. Dmytro is a 3D artist at Axiomworks, Inc. and a software developer at ELEKS Software. He is interested in creating more friendly and playful web design, Web 2.0, JavaScript programming, and cross-platform HTML-based mobile applications. Oleksandr is a PM, Developer at ELEKS Software. Peter Bickhofe Peter Bickhofe is the creator of WAA! When Asteroids Attack! He is a Game Developer, and is interested in Unity3D, VR, Location Based Gaming, and is the CEO of HighscoreBrothers. Technical Reviewers Raka Mahesa is a game programmer for Chocoarts (http://chocoarts.com/), a small game studio that creates games for mobile and PC. He is responsible for building new technology for the games that the studio is working on, whether it’s networking, creating a map editor, or even integrating VR. He also creates his own personal games in his spare time and is currently interested in VR since he believes it will play a big role in the future. Scott Harber has been in the video game industry for almost 12 years, serving as a Technical Artist on titles such as Burnout 3, Need for Speed Hot Pursuit, and Battlefield Hardline. In 2014, he became an indie developer, where he worked on games for mobile, PC, Mac, and Wii U. During that time, he developed an interest in VR, releasing a PC game with Oculus Rift support, and also releasing a Google Cardboard app. Regarding the latter, he was the first Unity developer to publicly share re- usable code to reliably support Cardboard’s magnet button. To this day, multiple apps on the Play Store still run with this code. The app was later featured by Google, following an integration of the Cardboard SDK. In late 2014, he ceased indie development and returned to the games industry. Casey Borders is professional developer with over 10 years of experience and has spent almost his entire career focusing on real-time, interactive 3D applications or mobile development. Raul and Eduardo Acosta specialize in the creation and optimization of immersive environments and graphics for virtual reality and AR for a wide range of devices at Raiz (http://raiznewmedia.com/). They love to move and create graphics, experiments and exploring new ways in design environments for the incoming Virtual Reality. Chapter 1. A VR Introduction By Michael Vaissiere I decided to buy Google Cardboard last winter because I already had fun with some 360 video applications (long before YouTube support) and thought it ought to be even more fun to add some depth into this thing. Doing it myself? Well...you have to buy the lenses anyway! So, I decided to be lazy. The day the package was shipped, I opened it, built it (five minutes), downloaded the official Google Cardboard application, inserted the phone, and...it was not working until I figured out that the NFC tag had to be there for some reason (at that time the application kept looping a video until the tag gave the NFC detection). Then, I turned on the NFC and inserted the phone again. The WOW! effect This is something you will hear from many people. The first time you gaze inside of the cardboard you roar a true “WOW!” I think it is mainly because of the surprise. At least it was for me. I was so far from expecting that two cheap lenses and a few gyroscopes would really bring the world of VR into my house. But it did. You see depth. You see things in the direction you look at. As unexpected as it is truly VR, people say “WOW!”. The “Huh” effect And then, a quarter of an hour passed. A quarter during which I tested 3D videos in YouTube, watched “Windy day” twice, and looked for a few places in Google Earth. Then I said to myself, “Okay, that’s cool but looking is not enough! I want to explore, I want to interact and I want to move just like I do in real life!” So, here I am, thinking that the Google Cardboard official application is probably just a demonstrator, that the Cardboard official application is probably just a demonstrator, that the thing is so cool and that there must be plenty of content in the Play Store, but to my surprise, there was not. What’s even worse is that after downloading all of the VR applications that seemed to have potential, I quickly came to the conclusion that none of them would ever let me move, or at least not without a Bluetooth controller. So, after one hour of disappointment, I started to turn over my shelves in order to find my Bluetooth keyboard in the hope of meeting my initial expectations. Then things ended up with that “huh” effect. Virtually walking with a controller while really moving my head around was disorienting. How could it be that VR was so hopeless? Then, I thought about something: while it is true that our head is not as agile as our hands and that our legs are the best way to walk, it is also true that we use our head to trigger events in our daily life such as nodding a yes or a no. So why not use it to walk? Well, I tried (along with other methods) and it proved to be quite good. The concept even stood up against people rating it on the Play store. Except for the “gamepad guys"” who kept saying that VR applications must support gamepads. So, in the end, I found a means to support both methods (more on that later on). But what closes the loop here? The apartment. This place that I created to serve the purpose of testing my head-based control began to become nice. I mean very nice. I started to receive mail from players saying that the music was so nice and the place so comfortable that they were using it to relax themselves in the evening after a day of labor (we will try to analyze why in the subsequent chapters). On top of that, the Play store was stunningly devoid of VR applications. Imagine a place known by billions of people with just a small bunch of VR applications. Hence, the chances were good to get a pretty decent number of downloads in that category. And I was right; Alien Apartment reached several thousands of downloads in a few weeks. Although this does not compare with “Flappy Bird”, this is pretty descent. And Google continues to promote the platform. Why develop for Google Cardboard? I became part of this adventure more by accident than design. But, that did not prevent me from taking great pleasure in doing so--the same pleasure I have with music. Developing for VR is not just making games, it’s crafting worlds. Just like you can master a music track, listen to it and appreciate your work (or not), you can craft your world and go and have feelings inside of it. It’s like Minecraft to the power of ten. That led me to think about the market and what kind of opportunities could lie ahead. Insights on the VR market Let’s consider that you purchased this book and that you also have experience developing with both Oculus Rift and Google Cardboard. Criteria Oculus VR Google Cardboard What we can say It’s not totally clear, but official announcements During the last quarter of 2014, almost Something like a hinted at a $500 400 million smartphones and around Nexus 5 ($300) and a Cost price tag for the 80 million PCs where shipped. This headset (from $5 to headset requiring should help you draw your own around $100) a thousand dollar conclusion in terms of market size. PC to run smoothly. The final Middle-end: lower specifications are If you are in the process of developing resolution, lower Quality not known, but a block buster with state-of-the-art power and screens they are high- graphics you bought the wrong book. are not VR specific. end. Definitely. Yes, while it’s true you’ll get far more FPS and polygons out of an Oculus, it’s also true that we live in a time Almost unlimited Almost unlimited when people love those retro pixilated Experience potential. potential. games provided that it’s fun and the music is good. And that’s even more true for VR. You know it, and that’s why you bought the right book! Great! And to me it’s Essentially almost certain that because of the It’s totally subjective but my gut feeling

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Google Cardboard is one of the most accessible ways to experience virtual reality today. This book introduces developers to this exciting new platform using both the Cardboard Android SDK and the Cardboard Unity SDK. From creating the ambiance and immersion of a virtual landscape, to using a smartph
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