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C**Y
It was a gift
Good product
N**2
I good read, I was worries that the book would ...
A good read, was worried that the book would repeat the same thing multiple times for each of the different VR headsets. With only 288 pages and: Vive, Rift, GearVR, PSVR among others there is not a lot of space to cover real content. Luckily, I was wrong.The first chapter covers the different systems and provides a few tables that discuss the key difference in the APIs. There are a few pages in chapter 2 that talk about gear VR setup, since it does have a few extra steps when compared to the other systems. Once that is done however the text gets right to the heart of VR developmentTopics include creating interfaces for your objects, tracing, creating interactive objects, teleportation along with other movement options, Unreal Motion Graphics (UMG)., Kinematics and that is only the first 40% or so of the book. Later own you will learn about optimization, working with motion controllers, even go into the render pipeline and different shader options. Appendix chapters cover using the editor in VR mode and online resources for more informationI am happy with the book overall, but keep in mind this is a cookbook, so you are not building a game like most books. Here each chapter will teach you the key elements; tracking, rending menu interaction ect that go into making a game. The nice thing about this text is that you are also told why/how something works were many text simple say do this then this.
J**S
Great book for those with a basic knowledge of UE4 ...
Great book for those with a basic knowledge of UE4 but very little knowledge and experience in VR. Covers the fundamental operations of VR in sufficient detail (e.g. how to move, grab objects, etc.). This won't make you an expert, but by the end of the book most readers will understand and have the capability to create basic VR apps (i.e. indie games rather than Robo Recall). 4 stars instead of 5 because the author tends to explain what a blueprint does after constructing it, which requires going back and reading the instructions a second time to understand the purpose of all the steps. If you don't know how to perform basic operations in Unreal (e.g. create a project, drag and drop a pawn, create a blueprint), I'd recommend watching youtube videos and spending a few hours getting to know the basics of Unreal before diving into this book. Otherwise it will be difficult to focus on the VR concepts if you're trying to learn Unreal engine basics at the same time.
B**L
Great learning tool!
I built an entire multiplayer VR framework using this book in Unreal Engine 4.26. It's a great addition and has MANY helpful codes to copy. Make sure you grab Mitch's files from GitHub too!
C**H
This book has great stuff but not cutting edge
Unreal keeps updating their software. This book has great stuff but not cutting edge stuff
A**L
Most up to date Unreal Engine 4 VR guide
The media could not be loaded. Half way through the book and loving every moment of it. Most up to date Unreal Engine 4 VR guide out there. Full of color pictures and pages with explanations. I would say this can also be helpful for the beginner who just learned his way around the Editor and know what blue prints are etc. Just in case newbies are hesitant about getting it.(dont know why video is upside down)
P**H
Most of this stuff is already built into UE4 templates. - correct me if I am wrong
I love the book, although I don't fully understand the integration.Most of this stuff is already built into UE4 templates.But it is good to understand the mechanics at a granular level if you want to get in to HMD, which everyone will tell you is the biggest sh#t right now on the planet for development.
K**N
A Very Informative Book
This book is pretty much what I have been looking for. I have always been interested in virtual reality. Thanks.
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