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	<id>https://vrarwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bnx2212</id>
	<title>VR &amp; AR Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://vrarwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bnx2212"/>
	<link rel="alternate" type="text/html" href="https://vrarwiki.com/wiki/Special:Contributions/Bnx2212"/>
	<updated>2026-04-19T11:13:01Z</updated>
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		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19145</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19145"/>
		<updated>2017-01-03T07:25:33Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* Additional VR/AR Platforms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[https://www.reddit.com/r/learnVRdev/ /r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[https://www.reddit.com/r/VRUI/ /r/VRUI]]&lt;br /&gt;
** [[http://www.uxofvr.com/ The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[https://www.youtube.com/user/UnrealDevelopmentKit Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[https://forums.unrealengine.com/ Unreal forums]], and the [[https://forums.unrealengine.com/forumdisplay.php?27-VR-Development Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[https://www.youtube.com/watch?v=tvC1WCdV1XU Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[http://orfeasel.com/ Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[https://docs.unrealengine.com/latest/INT/Engine/Blueprints/ UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[https://www.youtube.com/channel/UChvlNUgZKmEd-Gul_Tdv8Uw/videos?view=0&amp;amp;live_view=500&amp;amp;flow=grid&amp;amp;sort=dd Mitch&#039;s VR Lab]] and his [https://forums.unrealengine.com/showthread.php?111074-VR-Content-Examples [VR content example assets]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLSlkDq2rO1t6qLf-lAiu8BszWL-7ePvco WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[https://www.reddit.com/r/learnVRdev/comments/4oyxc8/my_first_vr_project_pong_vr_in_ue4/ Pong in VR tutorial project]], created by [[https://www.reddit.com/user/Enter_the_Metaverse /u/Enter_the_Metaverse]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLrfSN3w5WCJXuhHh_Zx23W5Ra9kbzbIhq Creating a VR Space Combat Sim Without Code in UE4]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
* [[https://www.youtube.com/user/Unity3D/videos Unity3d Videos]] on YouTube, featuring many tutorials and panels&lt;br /&gt;
* [[https://forum.unity3d.com/ Unity forums]], and the [[https://forum.unity3d.com/forums/virtual-reality.80/ Unity VR forum]]&lt;br /&gt;
* [[https://unity3d.com/learn Unity tutorial section]], has beginner and intermediate tutorials for using the engine.&lt;br /&gt;
* [[https://msdn.microsoft.com/en-us/magazine/dn759441.aspx Microsoft Developer Network - Unity: Developing Your First Game with Unity and C#]]&lt;br /&gt;
* [[https://docs.unity3d.com/Manual/index.html Unity manual]]&lt;br /&gt;
* &#039;&#039;&#039;C#&#039;&#039;&#039; (programming language for Unity)&lt;br /&gt;
** [[https://www.youtube.com/user/Cercopithecan Unity and C# Video Tutorials by Sebastian Lague]]&lt;br /&gt;
** [[https://unity3d.com/learn/tutorials/topics/scripting Unity tutorials for C#]]&lt;br /&gt;
** [[https://docs.unity3d.com/ScriptReference/index.html Unity documentation for C#]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLb8LPjN5zpx3yiaLHkwB4gaQWkjsKk73f Unity Coding Tips]] on YouTube&lt;br /&gt;
** [[https://www.udemy.com/3dmotive-intro-to-c-programming-and-scripting-for-games-in-unity/ Intro to C# programming and Scripting for Game in Unity]], a $30 video tutorial series over at Udemy&lt;br /&gt;
** [[Learn C# programming]] on TutorialPoint&lt;br /&gt;
** [[http://www.learncs.org/ Introductory C# lessons with interactive code]]&lt;br /&gt;
** [[http://www.sourcecodester.com/book/6085/c-tutorial.html A handful of useful C# tutorials]] at SourceCodester&lt;br /&gt;
** [[http://www.dreamincode.net/forums/forum/84-c/ Discussion forum for learning C#]] at Dream.In.Code&lt;br /&gt;
&lt;br /&gt;
==3D Models and Art Assets==&lt;br /&gt;
====3D Models====&lt;br /&gt;
* [[http://www.turbosquid.com/ TurboSquid]] 3D modelling community&lt;br /&gt;
* [[https://sketchfab.com/ Sketchfab]] 3D modelling community&lt;br /&gt;
* [[https://www.blender.org/ Blender]], a free and open source 3D modelling program&lt;br /&gt;
* [[http://opengameart.org/art-search-advanced?keys=&amp;amp;field_art_type_tid%5B%5D=10 OpenGameArt]] has a trove of mixed-quality 3D models free for use.&lt;br /&gt;
* [[https://nasa3d.arc.nasa.govmodels/ NASA&#039;s 3D Resources]] gallery has a number of public domain, space-themed 3D models. The files are in a few different formats, including .FBX, .3DS, .OBJ, and the less familiar .STL (stereolithography), but converters are easily found across the web.&lt;br /&gt;
====Texture Mapping====&lt;br /&gt;
* [[http://wiki.polycount.com/wiki/Normal_Map_Technical_Details Normal Map Technical Details]] at the Polycount Wiki&lt;br /&gt;
* [[https://www.reddit.com/r/learnVRdev/comments/4of3kj/texture_maps_explained_an_introduction_to_pbr/ Texture Maps Explained: Physically-Based Rendering Workflow]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
* [[https://developer3.oculus.com/documentation/audiosdk/latest/ Oculus&#039;s Introduction to VR Audio]]&lt;br /&gt;
* [[http://www.audacityteam.org/ Audacity]] a free, simple-yet-powerful audio editor&lt;br /&gt;
* For stock audio, check out [[http://freesound.org/ The Free Sound Project]], the [[http://www.sonniss.com/gameaudiogdc2016/ #GameAudioGDC Bundle]], and the [[https://developer3.oculus.com/downloads/audio/1.0/Oculus_Audio_Pack_1/ Oculus Audio Pack]]&lt;br /&gt;
&lt;br /&gt;
==Mobile Development==&lt;br /&gt;
* [[https://developer.nvidia.com/codeworks-android Nvidia AndroidWorks]] provides all the SDKs needed to port a Unity or UE4 application to Android&lt;br /&gt;
* [[https://developer.android.com/studio/index.html#top Android Studio]] is Android&#039;s all-in-one-suite for developing Android applications, and is useful for debugging and many development tasks. It also fulfills required SDKs.&lt;br /&gt;
* [[https://developers.google.com/vr/unity/ Google VR SDK for Unity]] (works for both Cardboard and Daydream)&lt;br /&gt;
* [[https://developers.google.com/vr/cardboard/overview Google Cardboard Developer Overview]], and the official [[https://plus.google.com/u/0/communities/111524380182206513071 Cardboard developer community on Google+]]&lt;br /&gt;
* [[https://developers.google.com/vr/daydream/overview Google Daydream Developer Overview]]&lt;br /&gt;
&lt;br /&gt;
==Additional VR/AR Platforms==&lt;br /&gt;
====Web VR====&lt;br /&gt;
* [[https://vr.chromeexperiments.com/ Google web tools]]&lt;br /&gt;
* [[https://aframe.io/ Mozilla A-Frame]]&lt;br /&gt;
* [[https://www.youtube.com/watch?v=9MIa1lviO_s Google I/O 2016 Livestream- Building High Performance Daydream Apps]]&lt;br /&gt;
* &#039;&#039;&#039;Projects:&#039;&#039;&#039;&lt;br /&gt;
** [[http://vrlab-brussels.info/wiki/ThirdWorkshopQuest/ThirdWorkshopQuest WorkshopQuest]], an online app that teaches core concepts of WebVR dev. From [[http://vrlab-brussels.info/wiki/Main/WhatIsVRLabBrussels VR.Lab Brussels]]&lt;br /&gt;
====Other====&lt;br /&gt;
* [[https://community.leapmotion.com/ Leap Motion forum]], and their [[https://community.leapmotion.com/c/development development forum]]&lt;br /&gt;
* [[https://medium.com/@LeapMotion/vr-design-best-practices-bb889c2dc70#.3t64dp1lb Leap Motion best practices guide]], generally useful for studying user experience&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19144</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19144"/>
		<updated>2017-01-03T07:22:47Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* Mobile Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[https://www.reddit.com/r/learnVRdev/ /r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[https://www.reddit.com/r/VRUI/ /r/VRUI]]&lt;br /&gt;
** [[http://www.uxofvr.com/ The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[https://www.youtube.com/user/UnrealDevelopmentKit Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[https://forums.unrealengine.com/ Unreal forums]], and the [[https://forums.unrealengine.com/forumdisplay.php?27-VR-Development Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[https://www.youtube.com/watch?v=tvC1WCdV1XU Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[http://orfeasel.com/ Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[https://docs.unrealengine.com/latest/INT/Engine/Blueprints/ UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[https://www.youtube.com/channel/UChvlNUgZKmEd-Gul_Tdv8Uw/videos?view=0&amp;amp;live_view=500&amp;amp;flow=grid&amp;amp;sort=dd Mitch&#039;s VR Lab]] and his [https://forums.unrealengine.com/showthread.php?111074-VR-Content-Examples [VR content example assets]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLSlkDq2rO1t6qLf-lAiu8BszWL-7ePvco WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[https://www.reddit.com/r/learnVRdev/comments/4oyxc8/my_first_vr_project_pong_vr_in_ue4/ Pong in VR tutorial project]], created by [[https://www.reddit.com/user/Enter_the_Metaverse /u/Enter_the_Metaverse]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLrfSN3w5WCJXuhHh_Zx23W5Ra9kbzbIhq Creating a VR Space Combat Sim Without Code in UE4]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
* [[https://www.youtube.com/user/Unity3D/videos Unity3d Videos]] on YouTube, featuring many tutorials and panels&lt;br /&gt;
* [[https://forum.unity3d.com/ Unity forums]], and the [[https://forum.unity3d.com/forums/virtual-reality.80/ Unity VR forum]]&lt;br /&gt;
* [[https://unity3d.com/learn Unity tutorial section]], has beginner and intermediate tutorials for using the engine.&lt;br /&gt;
* [[https://msdn.microsoft.com/en-us/magazine/dn759441.aspx Microsoft Developer Network - Unity: Developing Your First Game with Unity and C#]]&lt;br /&gt;
* [[https://docs.unity3d.com/Manual/index.html Unity manual]]&lt;br /&gt;
* &#039;&#039;&#039;C#&#039;&#039;&#039; (programming language for Unity)&lt;br /&gt;
** [[https://www.youtube.com/user/Cercopithecan Unity and C# Video Tutorials by Sebastian Lague]]&lt;br /&gt;
** [[https://unity3d.com/learn/tutorials/topics/scripting Unity tutorials for C#]]&lt;br /&gt;
** [[https://docs.unity3d.com/ScriptReference/index.html Unity documentation for C#]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLb8LPjN5zpx3yiaLHkwB4gaQWkjsKk73f Unity Coding Tips]] on YouTube&lt;br /&gt;
** [[https://www.udemy.com/3dmotive-intro-to-c-programming-and-scripting-for-games-in-unity/ Intro to C# programming and Scripting for Game in Unity]], a $30 video tutorial series over at Udemy&lt;br /&gt;
** [[Learn C# programming]] on TutorialPoint&lt;br /&gt;
** [[http://www.learncs.org/ Introductory C# lessons with interactive code]]&lt;br /&gt;
** [[http://www.sourcecodester.com/book/6085/c-tutorial.html A handful of useful C# tutorials]] at SourceCodester&lt;br /&gt;
** [[http://www.dreamincode.net/forums/forum/84-c/ Discussion forum for learning C#]] at Dream.In.Code&lt;br /&gt;
&lt;br /&gt;
==3D Models and Art Assets==&lt;br /&gt;
====3D Models====&lt;br /&gt;
* [[http://www.turbosquid.com/ TurboSquid]] 3D modelling community&lt;br /&gt;
* [[https://sketchfab.com/ Sketchfab]] 3D modelling community&lt;br /&gt;
* [[https://www.blender.org/ Blender]], a free and open source 3D modelling program&lt;br /&gt;
* [[http://opengameart.org/art-search-advanced?keys=&amp;amp;field_art_type_tid%5B%5D=10 OpenGameArt]] has a trove of mixed-quality 3D models free for use.&lt;br /&gt;
* [[https://nasa3d.arc.nasa.govmodels/ NASA&#039;s 3D Resources]] gallery has a number of public domain, space-themed 3D models. The files are in a few different formats, including .FBX, .3DS, .OBJ, and the less familiar .STL (stereolithography), but converters are easily found across the web.&lt;br /&gt;
====Texture Mapping====&lt;br /&gt;
* [[http://wiki.polycount.com/wiki/Normal_Map_Technical_Details Normal Map Technical Details]] at the Polycount Wiki&lt;br /&gt;
* [[https://www.reddit.com/r/learnVRdev/comments/4of3kj/texture_maps_explained_an_introduction_to_pbr/ Texture Maps Explained: Physically-Based Rendering Workflow]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
* [[https://developer3.oculus.com/documentation/audiosdk/latest/ Oculus&#039;s Introduction to VR Audio]]&lt;br /&gt;
* [[http://www.audacityteam.org/ Audacity]] a free, simple-yet-powerful audio editor&lt;br /&gt;
* For stock audio, check out [[http://freesound.org/ The Free Sound Project]], the [[http://www.sonniss.com/gameaudiogdc2016/ #GameAudioGDC Bundle]], and the [[https://developer3.oculus.com/downloads/audio/1.0/Oculus_Audio_Pack_1/ Oculus Audio Pack]]&lt;br /&gt;
&lt;br /&gt;
==Mobile Development==&lt;br /&gt;
* [[https://developer.nvidia.com/codeworks-android Nvidia AndroidWorks]] provides all the SDKs needed to port a Unity or UE4 application to Android&lt;br /&gt;
* [[https://developer.android.com/studio/index.html#top Android Studio]] is Android&#039;s all-in-one-suite for developing Android applications, and is useful for debugging and many development tasks. It also fulfills required SDKs.&lt;br /&gt;
* [[https://developers.google.com/vr/unity/ Google VR SDK for Unity]] (works for both Cardboard and Daydream)&lt;br /&gt;
* [[https://developers.google.com/vr/cardboard/overview Google Cardboard Developer Overview]], and the official [[https://plus.google.com/u/0/communities/111524380182206513071 Cardboard developer community on Google+]]&lt;br /&gt;
* [[https://developers.google.com/vr/daydream/overview Google Daydream Developer Overview]]&lt;br /&gt;
&lt;br /&gt;
==Additional VR/AR Platforms==&lt;br /&gt;
====Web VR====&lt;br /&gt;
* [[Google web tools]]&lt;br /&gt;
* [[Mozilla A-Frame]]&lt;br /&gt;
* [[Google I/O 2016 Livestream- Building High Performance Daydream Apps]]&lt;br /&gt;
* &#039;&#039;&#039;Projects:&#039;&#039;&#039;&lt;br /&gt;
** [[WorkshopQuest]], an online app that teaches core concepts of WebVR dev. From [[VR.Lab Brussels]]&lt;br /&gt;
====Other====&lt;br /&gt;
* [[Leap Motion forum]], and their [[development forum]]&lt;br /&gt;
* [[Leap Motion best practices guide]], generally useful for studying user experience&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19143</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19143"/>
		<updated>2017-01-03T07:19:30Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* Audio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[https://www.reddit.com/r/learnVRdev/ /r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[https://www.reddit.com/r/VRUI/ /r/VRUI]]&lt;br /&gt;
** [[http://www.uxofvr.com/ The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[https://www.youtube.com/user/UnrealDevelopmentKit Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[https://forums.unrealengine.com/ Unreal forums]], and the [[https://forums.unrealengine.com/forumdisplay.php?27-VR-Development Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[https://www.youtube.com/watch?v=tvC1WCdV1XU Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[http://orfeasel.com/ Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[https://docs.unrealengine.com/latest/INT/Engine/Blueprints/ UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[https://www.youtube.com/channel/UChvlNUgZKmEd-Gul_Tdv8Uw/videos?view=0&amp;amp;live_view=500&amp;amp;flow=grid&amp;amp;sort=dd Mitch&#039;s VR Lab]] and his [https://forums.unrealengine.com/showthread.php?111074-VR-Content-Examples [VR content example assets]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLSlkDq2rO1t6qLf-lAiu8BszWL-7ePvco WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[https://www.reddit.com/r/learnVRdev/comments/4oyxc8/my_first_vr_project_pong_vr_in_ue4/ Pong in VR tutorial project]], created by [[https://www.reddit.com/user/Enter_the_Metaverse /u/Enter_the_Metaverse]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLrfSN3w5WCJXuhHh_Zx23W5Ra9kbzbIhq Creating a VR Space Combat Sim Without Code in UE4]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
* [[https://www.youtube.com/user/Unity3D/videos Unity3d Videos]] on YouTube, featuring many tutorials and panels&lt;br /&gt;
* [[https://forum.unity3d.com/ Unity forums]], and the [[https://forum.unity3d.com/forums/virtual-reality.80/ Unity VR forum]]&lt;br /&gt;
* [[https://unity3d.com/learn Unity tutorial section]], has beginner and intermediate tutorials for using the engine.&lt;br /&gt;
* [[https://msdn.microsoft.com/en-us/magazine/dn759441.aspx Microsoft Developer Network - Unity: Developing Your First Game with Unity and C#]]&lt;br /&gt;
* [[https://docs.unity3d.com/Manual/index.html Unity manual]]&lt;br /&gt;
* &#039;&#039;&#039;C#&#039;&#039;&#039; (programming language for Unity)&lt;br /&gt;
** [[https://www.youtube.com/user/Cercopithecan Unity and C# Video Tutorials by Sebastian Lague]]&lt;br /&gt;
** [[https://unity3d.com/learn/tutorials/topics/scripting Unity tutorials for C#]]&lt;br /&gt;
** [[https://docs.unity3d.com/ScriptReference/index.html Unity documentation for C#]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLb8LPjN5zpx3yiaLHkwB4gaQWkjsKk73f Unity Coding Tips]] on YouTube&lt;br /&gt;
** [[https://www.udemy.com/3dmotive-intro-to-c-programming-and-scripting-for-games-in-unity/ Intro to C# programming and Scripting for Game in Unity]], a $30 video tutorial series over at Udemy&lt;br /&gt;
** [[Learn C# programming]] on TutorialPoint&lt;br /&gt;
** [[http://www.learncs.org/ Introductory C# lessons with interactive code]]&lt;br /&gt;
** [[http://www.sourcecodester.com/book/6085/c-tutorial.html A handful of useful C# tutorials]] at SourceCodester&lt;br /&gt;
** [[http://www.dreamincode.net/forums/forum/84-c/ Discussion forum for learning C#]] at Dream.In.Code&lt;br /&gt;
&lt;br /&gt;
==3D Models and Art Assets==&lt;br /&gt;
====3D Models====&lt;br /&gt;
* [[http://www.turbosquid.com/ TurboSquid]] 3D modelling community&lt;br /&gt;
* [[https://sketchfab.com/ Sketchfab]] 3D modelling community&lt;br /&gt;
* [[https://www.blender.org/ Blender]], a free and open source 3D modelling program&lt;br /&gt;
* [[http://opengameart.org/art-search-advanced?keys=&amp;amp;field_art_type_tid%5B%5D=10 OpenGameArt]] has a trove of mixed-quality 3D models free for use.&lt;br /&gt;
* [[https://nasa3d.arc.nasa.govmodels/ NASA&#039;s 3D Resources]] gallery has a number of public domain, space-themed 3D models. The files are in a few different formats, including .FBX, .3DS, .OBJ, and the less familiar .STL (stereolithography), but converters are easily found across the web.&lt;br /&gt;
====Texture Mapping====&lt;br /&gt;
* [[http://wiki.polycount.com/wiki/Normal_Map_Technical_Details Normal Map Technical Details]] at the Polycount Wiki&lt;br /&gt;
* [[https://www.reddit.com/r/learnVRdev/comments/4of3kj/texture_maps_explained_an_introduction_to_pbr/ Texture Maps Explained: Physically-Based Rendering Workflow]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
* [[https://developer3.oculus.com/documentation/audiosdk/latest/ Oculus&#039;s Introduction to VR Audio]]&lt;br /&gt;
* [[http://www.audacityteam.org/ Audacity]] a free, simple-yet-powerful audio editor&lt;br /&gt;
* For stock audio, check out [[http://freesound.org/ The Free Sound Project]], the [[http://www.sonniss.com/gameaudiogdc2016/ #GameAudioGDC Bundle]], and the [[https://developer3.oculus.com/downloads/audio/1.0/Oculus_Audio_Pack_1/ Oculus Audio Pack]]&lt;br /&gt;
&lt;br /&gt;
==Mobile Development==&lt;br /&gt;
* [[Nvidia AndroidWorks]] provides all the SDKs needed to port a Unity or UE4 application to Android&lt;br /&gt;
* [[Android Studio]] is Android&#039;s all-in-one-suite for developing Android applications, and is useful for debugging and many development tasks. It also fulfills required SDKs.&lt;br /&gt;
* [[Google VR SDK for Unity]] (works for both Cardboard and Daydream)&lt;br /&gt;
* [[Google Cardboard Developer Overview]], and the official [[Cardboard developer community on Google+]]&lt;br /&gt;
* [[Google Daydream Developer Overview]]&lt;br /&gt;
&lt;br /&gt;
==Additional VR/AR Platforms==&lt;br /&gt;
====Web VR====&lt;br /&gt;
* [[Google web tools]]&lt;br /&gt;
* [[Mozilla A-Frame]]&lt;br /&gt;
* [[Google I/O 2016 Livestream- Building High Performance Daydream Apps]]&lt;br /&gt;
* &#039;&#039;&#039;Projects:&#039;&#039;&#039;&lt;br /&gt;
** [[WorkshopQuest]], an online app that teaches core concepts of WebVR dev. From [[VR.Lab Brussels]]&lt;br /&gt;
====Other====&lt;br /&gt;
* [[Leap Motion forum]], and their [[development forum]]&lt;br /&gt;
* [[Leap Motion best practices guide]], generally useful for studying user experience&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19142</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19142"/>
		<updated>2017-01-03T07:17:02Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* 3D Models and Art Assets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[https://www.reddit.com/r/learnVRdev/ /r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[https://www.reddit.com/r/VRUI/ /r/VRUI]]&lt;br /&gt;
** [[http://www.uxofvr.com/ The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[https://www.youtube.com/user/UnrealDevelopmentKit Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[https://forums.unrealengine.com/ Unreal forums]], and the [[https://forums.unrealengine.com/forumdisplay.php?27-VR-Development Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[https://www.youtube.com/watch?v=tvC1WCdV1XU Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[http://orfeasel.com/ Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[https://docs.unrealengine.com/latest/INT/Engine/Blueprints/ UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[https://www.youtube.com/channel/UChvlNUgZKmEd-Gul_Tdv8Uw/videos?view=0&amp;amp;live_view=500&amp;amp;flow=grid&amp;amp;sort=dd Mitch&#039;s VR Lab]] and his [https://forums.unrealengine.com/showthread.php?111074-VR-Content-Examples [VR content example assets]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLSlkDq2rO1t6qLf-lAiu8BszWL-7ePvco WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[https://www.reddit.com/r/learnVRdev/comments/4oyxc8/my_first_vr_project_pong_vr_in_ue4/ Pong in VR tutorial project]], created by [[https://www.reddit.com/user/Enter_the_Metaverse /u/Enter_the_Metaverse]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLrfSN3w5WCJXuhHh_Zx23W5Ra9kbzbIhq Creating a VR Space Combat Sim Without Code in UE4]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
* [[https://www.youtube.com/user/Unity3D/videos Unity3d Videos]] on YouTube, featuring many tutorials and panels&lt;br /&gt;
* [[https://forum.unity3d.com/ Unity forums]], and the [[https://forum.unity3d.com/forums/virtual-reality.80/ Unity VR forum]]&lt;br /&gt;
* [[https://unity3d.com/learn Unity tutorial section]], has beginner and intermediate tutorials for using the engine.&lt;br /&gt;
* [[https://msdn.microsoft.com/en-us/magazine/dn759441.aspx Microsoft Developer Network - Unity: Developing Your First Game with Unity and C#]]&lt;br /&gt;
* [[https://docs.unity3d.com/Manual/index.html Unity manual]]&lt;br /&gt;
* &#039;&#039;&#039;C#&#039;&#039;&#039; (programming language for Unity)&lt;br /&gt;
** [[https://www.youtube.com/user/Cercopithecan Unity and C# Video Tutorials by Sebastian Lague]]&lt;br /&gt;
** [[https://unity3d.com/learn/tutorials/topics/scripting Unity tutorials for C#]]&lt;br /&gt;
** [[https://docs.unity3d.com/ScriptReference/index.html Unity documentation for C#]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLb8LPjN5zpx3yiaLHkwB4gaQWkjsKk73f Unity Coding Tips]] on YouTube&lt;br /&gt;
** [[https://www.udemy.com/3dmotive-intro-to-c-programming-and-scripting-for-games-in-unity/ Intro to C# programming and Scripting for Game in Unity]], a $30 video tutorial series over at Udemy&lt;br /&gt;
** [[Learn C# programming]] on TutorialPoint&lt;br /&gt;
** [[http://www.learncs.org/ Introductory C# lessons with interactive code]]&lt;br /&gt;
** [[http://www.sourcecodester.com/book/6085/c-tutorial.html A handful of useful C# tutorials]] at SourceCodester&lt;br /&gt;
** [[http://www.dreamincode.net/forums/forum/84-c/ Discussion forum for learning C#]] at Dream.In.Code&lt;br /&gt;
&lt;br /&gt;
==3D Models and Art Assets==&lt;br /&gt;
====3D Models====&lt;br /&gt;
* [[http://www.turbosquid.com/ TurboSquid]] 3D modelling community&lt;br /&gt;
* [[https://sketchfab.com/ Sketchfab]] 3D modelling community&lt;br /&gt;
* [[https://www.blender.org/ Blender]], a free and open source 3D modelling program&lt;br /&gt;
* [[http://opengameart.org/art-search-advanced?keys=&amp;amp;field_art_type_tid%5B%5D=10 OpenGameArt]] has a trove of mixed-quality 3D models free for use.&lt;br /&gt;
* [[https://nasa3d.arc.nasa.govmodels/ NASA&#039;s 3D Resources]] gallery has a number of public domain, space-themed 3D models. The files are in a few different formats, including .FBX, .3DS, .OBJ, and the less familiar .STL (stereolithography), but converters are easily found across the web.&lt;br /&gt;
====Texture Mapping====&lt;br /&gt;
* [[http://wiki.polycount.com/wiki/Normal_Map_Technical_Details Normal Map Technical Details]] at the Polycount Wiki&lt;br /&gt;
* [[https://www.reddit.com/r/learnVRdev/comments/4of3kj/texture_maps_explained_an_introduction_to_pbr/ Texture Maps Explained: Physically-Based Rendering Workflow]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
* [[Oculus&#039;s Introduction to VR Audio]]&lt;br /&gt;
* [[Audacity]] a free, simple-yet-powerful audio editor&lt;br /&gt;
* For stock audio, check out [[The Free Sound Project]], the [[#GameAudioGDC Bundle]], and the [[Oculus Audio Pack]]&lt;br /&gt;
&lt;br /&gt;
==Mobile Development==&lt;br /&gt;
* [[Nvidia AndroidWorks]] provides all the SDKs needed to port a Unity or UE4 application to Android&lt;br /&gt;
* [[Android Studio]] is Android&#039;s all-in-one-suite for developing Android applications, and is useful for debugging and many development tasks. It also fulfills required SDKs.&lt;br /&gt;
* [[Google VR SDK for Unity]] (works for both Cardboard and Daydream)&lt;br /&gt;
* [[Google Cardboard Developer Overview]], and the official [[Cardboard developer community on Google+]]&lt;br /&gt;
* [[Google Daydream Developer Overview]]&lt;br /&gt;
&lt;br /&gt;
==Additional VR/AR Platforms==&lt;br /&gt;
====Web VR====&lt;br /&gt;
* [[Google web tools]]&lt;br /&gt;
* [[Mozilla A-Frame]]&lt;br /&gt;
* [[Google I/O 2016 Livestream- Building High Performance Daydream Apps]]&lt;br /&gt;
* &#039;&#039;&#039;Projects:&#039;&#039;&#039;&lt;br /&gt;
** [[WorkshopQuest]], an online app that teaches core concepts of WebVR dev. From [[VR.Lab Brussels]]&lt;br /&gt;
====Other====&lt;br /&gt;
* [[Leap Motion forum]], and their [[development forum]]&lt;br /&gt;
* [[Leap Motion best practices guide]], generally useful for studying user experience&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19134</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19134"/>
		<updated>2017-01-03T07:14:00Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* Unity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[https://www.reddit.com/r/learnVRdev/ /r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[https://www.reddit.com/r/VRUI/ /r/VRUI]]&lt;br /&gt;
** [[http://www.uxofvr.com/ The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[https://www.youtube.com/user/UnrealDevelopmentKit Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[https://forums.unrealengine.com/ Unreal forums]], and the [[https://forums.unrealengine.com/forumdisplay.php?27-VR-Development Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[https://www.youtube.com/watch?v=tvC1WCdV1XU Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[http://orfeasel.com/ Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[https://docs.unrealengine.com/latest/INT/Engine/Blueprints/ UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[https://www.youtube.com/channel/UChvlNUgZKmEd-Gul_Tdv8Uw/videos?view=0&amp;amp;live_view=500&amp;amp;flow=grid&amp;amp;sort=dd Mitch&#039;s VR Lab]] and his [https://forums.unrealengine.com/showthread.php?111074-VR-Content-Examples [VR content example assets]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLSlkDq2rO1t6qLf-lAiu8BszWL-7ePvco WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[https://www.reddit.com/r/learnVRdev/comments/4oyxc8/my_first_vr_project_pong_vr_in_ue4/ Pong in VR tutorial project]], created by [[https://www.reddit.com/user/Enter_the_Metaverse /u/Enter_the_Metaverse]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLrfSN3w5WCJXuhHh_Zx23W5Ra9kbzbIhq Creating a VR Space Combat Sim Without Code in UE4]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
* [[https://www.youtube.com/user/Unity3D/videos Unity3d Videos]] on YouTube, featuring many tutorials and panels&lt;br /&gt;
* [[https://forum.unity3d.com/ Unity forums]], and the [[https://forum.unity3d.com/forums/virtual-reality.80/ Unity VR forum]]&lt;br /&gt;
* [[https://unity3d.com/learn Unity tutorial section]], has beginner and intermediate tutorials for using the engine.&lt;br /&gt;
* [[https://msdn.microsoft.com/en-us/magazine/dn759441.aspx Microsoft Developer Network - Unity: Developing Your First Game with Unity and C#]]&lt;br /&gt;
* [[https://docs.unity3d.com/Manual/index.html Unity manual]]&lt;br /&gt;
* &#039;&#039;&#039;C#&#039;&#039;&#039; (programming language for Unity)&lt;br /&gt;
** [[https://www.youtube.com/user/Cercopithecan Unity and C# Video Tutorials by Sebastian Lague]]&lt;br /&gt;
** [[https://unity3d.com/learn/tutorials/topics/scripting Unity tutorials for C#]]&lt;br /&gt;
** [[https://docs.unity3d.com/ScriptReference/index.html Unity documentation for C#]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLb8LPjN5zpx3yiaLHkwB4gaQWkjsKk73f Unity Coding Tips]] on YouTube&lt;br /&gt;
** [[https://www.udemy.com/3dmotive-intro-to-c-programming-and-scripting-for-games-in-unity/ Intro to C# programming and Scripting for Game in Unity]], a $30 video tutorial series over at Udemy&lt;br /&gt;
** [[Learn C# programming]] on TutorialPoint&lt;br /&gt;
** [[http://www.learncs.org/ Introductory C# lessons with interactive code]]&lt;br /&gt;
** [[http://www.sourcecodester.com/book/6085/c-tutorial.html A handful of useful C# tutorials]] at SourceCodester&lt;br /&gt;
** [[http://www.dreamincode.net/forums/forum/84-c/ Discussion forum for learning C#]] at Dream.In.Code&lt;br /&gt;
&lt;br /&gt;
==3D Models and Art Assets==&lt;br /&gt;
====3D Models====&lt;br /&gt;
* [[TurboSquid]] 3D modelling community&lt;br /&gt;
* [[Sketchfab]] 3D modelling community&lt;br /&gt;
* [[Blender]], a free and open source 3D modelling program&lt;br /&gt;
* [[OpenGameArt]] has a trove of mixed-quality 3D models free for use.&lt;br /&gt;
* [[NASA&#039;s 3D Resources]] gallery has a number of public domain, space-themed 3D models. The files are in a few different formats, including .FBX, .3DS, .OBJ, and the less familiar .STL (stereolithography), but converters are easily found across the web.&lt;br /&gt;
====Texture Mapping====&lt;br /&gt;
* [[Normal Map Technical Details]] at the Polycount Wiki&lt;br /&gt;
* [[Texture Maps Explained: Physically-Based Rendering Workflow]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
* [[Oculus&#039;s Introduction to VR Audio]]&lt;br /&gt;
* [[Audacity]] a free, simple-yet-powerful audio editor&lt;br /&gt;
* For stock audio, check out [[The Free Sound Project]], the [[#GameAudioGDC Bundle]], and the [[Oculus Audio Pack]]&lt;br /&gt;
&lt;br /&gt;
==Mobile Development==&lt;br /&gt;
* [[Nvidia AndroidWorks]] provides all the SDKs needed to port a Unity or UE4 application to Android&lt;br /&gt;
* [[Android Studio]] is Android&#039;s all-in-one-suite for developing Android applications, and is useful for debugging and many development tasks. It also fulfills required SDKs.&lt;br /&gt;
* [[Google VR SDK for Unity]] (works for both Cardboard and Daydream)&lt;br /&gt;
* [[Google Cardboard Developer Overview]], and the official [[Cardboard developer community on Google+]]&lt;br /&gt;
* [[Google Daydream Developer Overview]]&lt;br /&gt;
&lt;br /&gt;
==Additional VR/AR Platforms==&lt;br /&gt;
====Web VR====&lt;br /&gt;
* [[Google web tools]]&lt;br /&gt;
* [[Mozilla A-Frame]]&lt;br /&gt;
* [[Google I/O 2016 Livestream- Building High Performance Daydream Apps]]&lt;br /&gt;
* &#039;&#039;&#039;Projects:&#039;&#039;&#039;&lt;br /&gt;
** [[WorkshopQuest]], an online app that teaches core concepts of WebVR dev. From [[VR.Lab Brussels]]&lt;br /&gt;
====Other====&lt;br /&gt;
* [[Leap Motion forum]], and their [[development forum]]&lt;br /&gt;
* [[Leap Motion best practices guide]], generally useful for studying user experience&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19128</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19128"/>
		<updated>2017-01-03T07:04:41Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* Unreal Engine 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[https://www.reddit.com/r/learnVRdev/ /r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[https://www.reddit.com/r/VRUI/ /r/VRUI]]&lt;br /&gt;
** [[http://www.uxofvr.com/ The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[https://www.youtube.com/user/UnrealDevelopmentKit Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[https://forums.unrealengine.com/ Unreal forums]], and the [[https://forums.unrealengine.com/forumdisplay.php?27-VR-Development Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[https://www.youtube.com/watch?v=tvC1WCdV1XU Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[http://orfeasel.com/ Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[https://docs.unrealengine.com/latest/INT/Engine/Blueprints/ UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[https://www.youtube.com/channel/UChvlNUgZKmEd-Gul_Tdv8Uw/videos?view=0&amp;amp;live_view=500&amp;amp;flow=grid&amp;amp;sort=dd Mitch&#039;s VR Lab]] and his [https://forums.unrealengine.com/showthread.php?111074-VR-Content-Examples [VR content example assets]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLSlkDq2rO1t6qLf-lAiu8BszWL-7ePvco WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[https://www.reddit.com/r/learnVRdev/comments/4oyxc8/my_first_vr_project_pong_vr_in_ue4/ Pong in VR tutorial project]], created by [[https://www.reddit.com/user/Enter_the_Metaverse /u/Enter_the_Metaverse]]&lt;br /&gt;
** [[https://www.youtube.com/playlist?list=PLrfSN3w5WCJXuhHh_Zx23W5Ra9kbzbIhq Creating a VR Space Combat Sim Without Code in UE4]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
* [[Unity3d Videos]] on YouTube, featuring many tutorials and panels&lt;br /&gt;
* [[Unity forums]], and the [[Unity VR forum]]&lt;br /&gt;
* [[Unity tutorial section]], has beginner and intermediate tutorials for using the engine.&lt;br /&gt;
* [[Microsoft Developer Network - Unity: Developing Your First Game with Unity and C#]]&lt;br /&gt;
* [[Unity manual]]&lt;br /&gt;
* &#039;&#039;&#039;C#&#039;&#039;&#039; (programming language for Unity)&lt;br /&gt;
** [[Unity and C# Video Tutorials by Sebastian Lague]]&lt;br /&gt;
** [[Unity tutorials for C#]]&lt;br /&gt;
** [[Unity documentation for C#]]&lt;br /&gt;
** [[Unity Coding Tips]] on YouTube&lt;br /&gt;
** [[Intro to C# programming and Scripting for Game in Unity]], a $30 video tutorial series over at Udemy&lt;br /&gt;
** [[Learn C# programming]] on TutorialPoint&lt;br /&gt;
** [[Introductory C# lessons with interactive code]]&lt;br /&gt;
** [[A handful of useful C# tutorials]] at SourceCodester&lt;br /&gt;
** [[Discussion forum for learning C#]] at Dream.In.Code&lt;br /&gt;
&lt;br /&gt;
==3D Models and Art Assets==&lt;br /&gt;
====3D Models====&lt;br /&gt;
* [[TurboSquid]] 3D modelling community&lt;br /&gt;
* [[Sketchfab]] 3D modelling community&lt;br /&gt;
* [[Blender]], a free and open source 3D modelling program&lt;br /&gt;
* [[OpenGameArt]] has a trove of mixed-quality 3D models free for use.&lt;br /&gt;
* [[NASA&#039;s 3D Resources]] gallery has a number of public domain, space-themed 3D models. The files are in a few different formats, including .FBX, .3DS, .OBJ, and the less familiar .STL (stereolithography), but converters are easily found across the web.&lt;br /&gt;
====Texture Mapping====&lt;br /&gt;
* [[Normal Map Technical Details]] at the Polycount Wiki&lt;br /&gt;
* [[Texture Maps Explained: Physically-Based Rendering Workflow]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
* [[Oculus&#039;s Introduction to VR Audio]]&lt;br /&gt;
* [[Audacity]] a free, simple-yet-powerful audio editor&lt;br /&gt;
* For stock audio, check out [[The Free Sound Project]], the [[#GameAudioGDC Bundle]], and the [[Oculus Audio Pack]]&lt;br /&gt;
&lt;br /&gt;
==Mobile Development==&lt;br /&gt;
* [[Nvidia AndroidWorks]] provides all the SDKs needed to port a Unity or UE4 application to Android&lt;br /&gt;
* [[Android Studio]] is Android&#039;s all-in-one-suite for developing Android applications, and is useful for debugging and many development tasks. It also fulfills required SDKs.&lt;br /&gt;
* [[Google VR SDK for Unity]] (works for both Cardboard and Daydream)&lt;br /&gt;
* [[Google Cardboard Developer Overview]], and the official [[Cardboard developer community on Google+]]&lt;br /&gt;
* [[Google Daydream Developer Overview]]&lt;br /&gt;
&lt;br /&gt;
==Additional VR/AR Platforms==&lt;br /&gt;
====Web VR====&lt;br /&gt;
* [[Google web tools]]&lt;br /&gt;
* [[Mozilla A-Frame]]&lt;br /&gt;
* [[Google I/O 2016 Livestream- Building High Performance Daydream Apps]]&lt;br /&gt;
* &#039;&#039;&#039;Projects:&#039;&#039;&#039;&lt;br /&gt;
** [[WorkshopQuest]], an online app that teaches core concepts of WebVR dev. From [[VR.Lab Brussels]]&lt;br /&gt;
====Other====&lt;br /&gt;
* [[Leap Motion forum]], and their [[development forum]]&lt;br /&gt;
* [[Leap Motion best practices guide]], generally useful for studying user experience&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19127</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19127"/>
		<updated>2017-01-03T06:58:07Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* /r/learnVRdev Resources Directory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[https://www.reddit.com/r/learnVRdev/ /r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[https://www.reddit.com/r/VRUI/ /r/VRUI]]&lt;br /&gt;
** [[http://www.uxofvr.com/ The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[Unreal forums]], and the [[Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[Mitch&#039;s VR Lab]] and his [[VR content example assets]]&lt;br /&gt;
** [[WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[Pong in VR tutorial project]], created by [[/u/Enter_the_Metaverse]]&lt;br /&gt;
** [[Creating a VR Space Combat Sim Without Code in UE4]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
* [[Unity3d Videos]] on YouTube, featuring many tutorials and panels&lt;br /&gt;
* [[Unity forums]], and the [[Unity VR forum]]&lt;br /&gt;
* [[Unity tutorial section]], has beginner and intermediate tutorials for using the engine.&lt;br /&gt;
* [[Microsoft Developer Network - Unity: Developing Your First Game with Unity and C#]]&lt;br /&gt;
* [[Unity manual]]&lt;br /&gt;
* &#039;&#039;&#039;C#&#039;&#039;&#039; (programming language for Unity)&lt;br /&gt;
** [[Unity and C# Video Tutorials by Sebastian Lague]]&lt;br /&gt;
** [[Unity tutorials for C#]]&lt;br /&gt;
** [[Unity documentation for C#]]&lt;br /&gt;
** [[Unity Coding Tips]] on YouTube&lt;br /&gt;
** [[Intro to C# programming and Scripting for Game in Unity]], a $30 video tutorial series over at Udemy&lt;br /&gt;
** [[Learn C# programming]] on TutorialPoint&lt;br /&gt;
** [[Introductory C# lessons with interactive code]]&lt;br /&gt;
** [[A handful of useful C# tutorials]] at SourceCodester&lt;br /&gt;
** [[Discussion forum for learning C#]] at Dream.In.Code&lt;br /&gt;
&lt;br /&gt;
==3D Models and Art Assets==&lt;br /&gt;
====3D Models====&lt;br /&gt;
* [[TurboSquid]] 3D modelling community&lt;br /&gt;
* [[Sketchfab]] 3D modelling community&lt;br /&gt;
* [[Blender]], a free and open source 3D modelling program&lt;br /&gt;
* [[OpenGameArt]] has a trove of mixed-quality 3D models free for use.&lt;br /&gt;
* [[NASA&#039;s 3D Resources]] gallery has a number of public domain, space-themed 3D models. The files are in a few different formats, including .FBX, .3DS, .OBJ, and the less familiar .STL (stereolithography), but converters are easily found across the web.&lt;br /&gt;
====Texture Mapping====&lt;br /&gt;
* [[Normal Map Technical Details]] at the Polycount Wiki&lt;br /&gt;
* [[Texture Maps Explained: Physically-Based Rendering Workflow]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
* [[Oculus&#039;s Introduction to VR Audio]]&lt;br /&gt;
* [[Audacity]] a free, simple-yet-powerful audio editor&lt;br /&gt;
* For stock audio, check out [[The Free Sound Project]], the [[#GameAudioGDC Bundle]], and the [[Oculus Audio Pack]]&lt;br /&gt;
&lt;br /&gt;
==Mobile Development==&lt;br /&gt;
* [[Nvidia AndroidWorks]] provides all the SDKs needed to port a Unity or UE4 application to Android&lt;br /&gt;
* [[Android Studio]] is Android&#039;s all-in-one-suite for developing Android applications, and is useful for debugging and many development tasks. It also fulfills required SDKs.&lt;br /&gt;
* [[Google VR SDK for Unity]] (works for both Cardboard and Daydream)&lt;br /&gt;
* [[Google Cardboard Developer Overview]], and the official [[Cardboard developer community on Google+]]&lt;br /&gt;
* [[Google Daydream Developer Overview]]&lt;br /&gt;
&lt;br /&gt;
==Additional VR/AR Platforms==&lt;br /&gt;
====Web VR====&lt;br /&gt;
* [[Google web tools]]&lt;br /&gt;
* [[Mozilla A-Frame]]&lt;br /&gt;
* [[Google I/O 2016 Livestream- Building High Performance Daydream Apps]]&lt;br /&gt;
* &#039;&#039;&#039;Projects:&#039;&#039;&#039;&lt;br /&gt;
** [[WorkshopQuest]], an online app that teaches core concepts of WebVR dev. From [[VR.Lab Brussels]]&lt;br /&gt;
====Other====&lt;br /&gt;
* [[Leap Motion forum]], and their [[development forum]]&lt;br /&gt;
* [[Leap Motion best practices guide]], generally useful for studying user experience&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19126</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19126"/>
		<updated>2017-01-03T06:53:32Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[/r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[/r/VRUI]]&lt;br /&gt;
** [[The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[Unreal forums]], and the [[Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[Mitch&#039;s VR Lab]] and his [[VR content example assets]]&lt;br /&gt;
** [[WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[Pong in VR tutorial project]], created by [[/u/Enter_the_Metaverse]]&lt;br /&gt;
** [[Creating a VR Space Combat Sim Without Code in UE4]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
* [[Unity3d Videos]] on YouTube, featuring many tutorials and panels&lt;br /&gt;
* [[Unity forums]], and the [[Unity VR forum]]&lt;br /&gt;
* [[Unity tutorial section]], has beginner and intermediate tutorials for using the engine.&lt;br /&gt;
* [[Microsoft Developer Network - Unity: Developing Your First Game with Unity and C#]]&lt;br /&gt;
* [[Unity manual]]&lt;br /&gt;
* &#039;&#039;&#039;C#&#039;&#039;&#039; (programming language for Unity)&lt;br /&gt;
** [[Unity and C# Video Tutorials by Sebastian Lague]]&lt;br /&gt;
** [[Unity tutorials for C#]]&lt;br /&gt;
** [[Unity documentation for C#]]&lt;br /&gt;
** [[Unity Coding Tips]] on YouTube&lt;br /&gt;
** [[Intro to C# programming and Scripting for Game in Unity]], a $30 video tutorial series over at Udemy&lt;br /&gt;
** [[Learn C# programming]] on TutorialPoint&lt;br /&gt;
** [[Introductory C# lessons with interactive code]]&lt;br /&gt;
** [[A handful of useful C# tutorials]] at SourceCodester&lt;br /&gt;
** [[Discussion forum for learning C#]] at Dream.In.Code&lt;br /&gt;
&lt;br /&gt;
==3D Models and Art Assets==&lt;br /&gt;
====3D Models====&lt;br /&gt;
* [[TurboSquid]] 3D modelling community&lt;br /&gt;
* [[Sketchfab]] 3D modelling community&lt;br /&gt;
* [[Blender]], a free and open source 3D modelling program&lt;br /&gt;
* [[OpenGameArt]] has a trove of mixed-quality 3D models free for use.&lt;br /&gt;
* [[NASA&#039;s 3D Resources]] gallery has a number of public domain, space-themed 3D models. The files are in a few different formats, including .FBX, .3DS, .OBJ, and the less familiar .STL (stereolithography), but converters are easily found across the web.&lt;br /&gt;
====Texture Mapping====&lt;br /&gt;
* [[Normal Map Technical Details]] at the Polycount Wiki&lt;br /&gt;
* [[Texture Maps Explained: Physically-Based Rendering Workflow]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
* [[Oculus&#039;s Introduction to VR Audio]]&lt;br /&gt;
* [[Audacity]] a free, simple-yet-powerful audio editor&lt;br /&gt;
* For stock audio, check out [[The Free Sound Project]], the [[#GameAudioGDC Bundle]], and the [[Oculus Audio Pack]]&lt;br /&gt;
&lt;br /&gt;
==Mobile Development==&lt;br /&gt;
* [[Nvidia AndroidWorks]] provides all the SDKs needed to port a Unity or UE4 application to Android&lt;br /&gt;
* [[Android Studio]] is Android&#039;s all-in-one-suite for developing Android applications, and is useful for debugging and many development tasks. It also fulfills required SDKs.&lt;br /&gt;
* [[Google VR SDK for Unity]] (works for both Cardboard and Daydream)&lt;br /&gt;
* [[Google Cardboard Developer Overview]], and the official [[Cardboard developer community on Google+]]&lt;br /&gt;
* [[Google Daydream Developer Overview]]&lt;br /&gt;
&lt;br /&gt;
==Additional VR/AR Platforms==&lt;br /&gt;
====Web VR====&lt;br /&gt;
* [[Google web tools]]&lt;br /&gt;
* [[Mozilla A-Frame]]&lt;br /&gt;
* [[Google I/O 2016 Livestream- Building High Performance Daydream Apps]]&lt;br /&gt;
* &#039;&#039;&#039;Projects:&#039;&#039;&#039;&lt;br /&gt;
** [[WorkshopQuest]], an online app that teaches core concepts of WebVR dev. From [[VR.Lab Brussels]]&lt;br /&gt;
====Other====&lt;br /&gt;
* [[Leap Motion forum]], and their [[development forum]]&lt;br /&gt;
* [[Leap Motion best practices guide]], generally useful for studying user experience&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19125</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19125"/>
		<updated>2017-01-03T06:52:08Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[/r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[/r/VRUI]]&lt;br /&gt;
** [[The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[Unreal forums]], and the [[Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[Mitch&#039;s VR Lab]] and his [[VR content example assets]]&lt;br /&gt;
** [[WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[Pong in VR tutorial project]], created by [[/u/Enter_the_Metaverse]]&lt;br /&gt;
** [[Creating a VR Space Combat Sim Without Code in UE4]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
* [[Unity3d Videos]] on YouTube, featuring many tutorials and panels&lt;br /&gt;
* [[Unity forums]], and the [[Unity VR forum]]&lt;br /&gt;
* [[Unity tutorial section]], has beginner and intermediate tutorials for using the engine.&lt;br /&gt;
* [[Microsoft Developer Network - Unity: Developing Your First Game with Unity and C#]]&lt;br /&gt;
* [[Unity manual]]&lt;br /&gt;
* &#039;&#039;&#039;C#&#039;&#039;&#039; (programming language for Unity)&lt;br /&gt;
** [[Unity and C# Video Tutorials by Sebastian Lague]]&lt;br /&gt;
** [[Unity tutorials for C#]]&lt;br /&gt;
** [[Unity documentation for C#]]&lt;br /&gt;
** [[Unity Coding Tips]] on YouTube&lt;br /&gt;
** [[Intro to C# programming and Scripting for Game in Unity]], a $30 video tutorial series over at Udemy&lt;br /&gt;
** [[Learn C# programming]] on TutorialPoint&lt;br /&gt;
** [[Introductory C# lessons with interactive code]]&lt;br /&gt;
** [[A handful of useful C# tutorials]] at SourceCodester&lt;br /&gt;
** [[Discussion forum for learning C#]] at Dream.In.Code&lt;br /&gt;
&lt;br /&gt;
==3D Models and Art Assets==&lt;br /&gt;
====3D Models====&lt;br /&gt;
* [[TurboSquid]] 3D modelling community&lt;br /&gt;
* [[Sketchfab]] 3D modelling community&lt;br /&gt;
* [[Blender]], a free and open source 3D modelling program&lt;br /&gt;
* [[OpenGameArt]] has a trove of mixed-quality 3D models free for use.&lt;br /&gt;
* [[NASA&#039;s 3D Resources]] gallery has a number of public domain, space-themed 3D models. The files are in a few different formats, including .FBX, .3DS, .OBJ, and the less familiar .STL (stereolithography), but converters are easily found across the web.&lt;br /&gt;
====Texture Mapping====&lt;br /&gt;
* [[Normal Map Technical Details]] at the Polycount Wiki&lt;br /&gt;
* [[Texture Maps Explained: Physically-Based Rendering Workflow]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
* [[Oculus&#039;s Introduction to VR Audio]]&lt;br /&gt;
* [[Audacity]] a free, simple-yet-powerful audio editor&lt;br /&gt;
* For stock audio, check out [[The Free Sound Project]], the [[#GameAudioGDC Bundle]], and the [[Oculus Audio Pack]]&lt;br /&gt;
&lt;br /&gt;
==Mobile Development==&lt;br /&gt;
* [[Nvidia AndroidWorks]] provides all the SDKs needed to port a Unity or UE4 application to Android&lt;br /&gt;
* [[Android Studio]] is Android&#039;s all-in-one-suite for developing Android applications, and is useful for debugging and many development tasks. It also fulfills required SDKs.&lt;br /&gt;
* [[Google VR SDK for Unity]] (works for both Cardboard and Daydream)&lt;br /&gt;
* [[Google Cardboard Developer Overview]], and the official [[Cardboard developer community on Google+]]&lt;br /&gt;
* [[Google Daydream Developer Overview]]&lt;br /&gt;
&lt;br /&gt;
==Additional VR/AR Platforms==&lt;br /&gt;
====Web VR====&lt;br /&gt;
* [[Google web tools]]&lt;br /&gt;
* [[Mozilla A-Frame]]&lt;br /&gt;
* [[Google I/O 2016 Livestream- Building High Performance Daydream Apps]]&lt;br /&gt;
* &#039;&#039;&#039;Projects:&#039;&#039;&#039;&lt;br /&gt;
** [[WorkshopQuest]], an online app that teaches core concepts of WebVR dev. From [[VR.Lab Brussels]]&lt;br /&gt;
====Other====&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19124</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19124"/>
		<updated>2017-01-03T06:47:28Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[/r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[/r/VRUI]]&lt;br /&gt;
** [[The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[Unreal forums]], and the [[Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[Mitch&#039;s VR Lab]] and his [[VR content example assets]]&lt;br /&gt;
** [[WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[Pong in VR tutorial project]], created by [[/u/Enter_the_Metaverse]]&lt;br /&gt;
** [[Creating a VR Space Combat Sim Without Code in UE4]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
* [[Unity3d Videos]] on YouTube, featuring many tutorials and panels&lt;br /&gt;
* [[Unity forums]], and the [[Unity VR forum]]&lt;br /&gt;
* [[Unity tutorial section]], has beginner and intermediate tutorials for using the engine.&lt;br /&gt;
* [[Microsoft Developer Network - Unity: Developing Your First Game with Unity and C#]]&lt;br /&gt;
* [[Unity manual]]&lt;br /&gt;
* &#039;&#039;&#039;C#&#039;&#039;&#039; (programming language for Unity)&lt;br /&gt;
** [[Unity and C# Video Tutorials by Sebastian Lague]]&lt;br /&gt;
** [[Unity tutorials for C#]]&lt;br /&gt;
** [[Unity documentation for C#]]&lt;br /&gt;
** [[Unity Coding Tips]] on YouTube&lt;br /&gt;
** [[Intro to C# programming and Scripting for Game in Unity]], a $30 video tutorial series over at Udemy&lt;br /&gt;
** [[Learn C# programming]] on TutorialPoint&lt;br /&gt;
** [[Introductory C# lessons with interactive code]]&lt;br /&gt;
** [[A handful of useful C# tutorials]] at SourceCodester&lt;br /&gt;
** [[Discussion forum for learning C#]] at Dream.In.Code&lt;br /&gt;
&lt;br /&gt;
==3D Models and Art Assets==&lt;br /&gt;
&#039;&#039;&#039;3D Models&#039;&#039;&#039;&lt;br /&gt;
* [[TurboSquid]] 3D modelling community&lt;br /&gt;
* [[Sketchfab]] 3D modelling community&lt;br /&gt;
* [[Blender]], a free and open source 3D modelling program&lt;br /&gt;
* [[OpenGameArt]] has a trove of mixed-quality 3D models free for use.&lt;br /&gt;
* [[NASA&#039;s 3D Resources]] gallery has a number of public domain, space-themed 3D models. The files are in a few different formats, including .FBX, .3DS, .OBJ, and the less familiar .STL (stereolithography), but converters are easily found across the web.&lt;br /&gt;
&#039;&#039;&#039;Texture Mapping&#039;&#039;&#039;&lt;br /&gt;
* [[Normal Map Technical Details]] at the Polycount Wiki&lt;br /&gt;
* [[Texture Maps Explained: Physically-Based Rendering Workflow]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
* [[Oculus&#039;s Introduction to VR Audio]]&lt;br /&gt;
* [[Audacity]] a free, simple-yet-powerful audio editor&lt;br /&gt;
* For stock audio, check out [[The Free Sound Project]], the [[#GameAudioGDC Bundle]], and the [[Oculus Audio Pack]]&lt;br /&gt;
&lt;br /&gt;
==Mobile Development==&lt;br /&gt;
* [[Nvidia AndroidWorks]] provides all the SDKs needed to port a Unity or UE4 application to Android&lt;br /&gt;
* [[Android Studio]] is Android&#039;s all-in-one-suite for developing Android applications, and is useful for debugging and many development tasks. It also fulfills required SDKs.&lt;br /&gt;
* [[Google VR SDK for Unity]] (works for both Cardboard and Daydream)&lt;br /&gt;
* [[Google Cardboard Developer Overview]], and the official [[Cardboard developer community on Google+]]&lt;br /&gt;
* [[Google Daydream Developer Overview]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19122</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19122"/>
		<updated>2017-01-03T06:40:31Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[/r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[/r/VRUI]]&lt;br /&gt;
** [[The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[Unreal forums]], and the [[Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[Mitch&#039;s VR Lab]] and his [[VR content example assets]]&lt;br /&gt;
** [[WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[Pong in VR tutorial project]], created by [[/u/Enter_the_Metaverse]]&lt;br /&gt;
** [[Creating a VR Space Combat Sim Without Code in UE4]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
* [[Unity3d Videos]] on YouTube, featuring many tutorials and panels&lt;br /&gt;
* [[Unity forums]], and the [[Unity VR forum]]&lt;br /&gt;
* [[Unity tutorial section]], has beginner and intermediate tutorials for using the engine.&lt;br /&gt;
* [[Microsoft Developer Network - Unity: Developing Your First Game with Unity and C#]]&lt;br /&gt;
* [[Unity manual]]&lt;br /&gt;
* &#039;&#039;&#039;C#&#039;&#039;&#039; (programming language for Unity)&lt;br /&gt;
** [[Unity and C# Video Tutorials by Sebastian Lague]]&lt;br /&gt;
** [[Unity tutorials for C#]]&lt;br /&gt;
** [[Unity documentation for C#]]&lt;br /&gt;
** [[Unity Coding Tips]] on YouTube&lt;br /&gt;
** [[Intro to C# programming and Scripting for Game in Unity]], a $30 video tutorial series over at Udemy&lt;br /&gt;
** [[Learn C# programming]] on TutorialPoint&lt;br /&gt;
** [[Introductory C# lessons with interactive code]]&lt;br /&gt;
** [[A handful of useful C# tutorials]] at SourceCodester&lt;br /&gt;
** [[Discussion forum for learning C#]] at Dream.In.Code&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19121</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19121"/>
		<updated>2017-01-03T06:35:10Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[/r/learnVRdev]] Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** [[/r/VRUI]]&lt;br /&gt;
** [[The User Experience of Virtual Reality]]&lt;br /&gt;
&lt;br /&gt;
==Engine-specific==&lt;br /&gt;
===Unreal Engine 4===&lt;br /&gt;
* [[Unreal Engine YouTube Channel]], full of tutorials, announcements, and stream recordings&lt;br /&gt;
* [[Unreal forums]], and the [[Unreal VR development forum]]&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (programming language for Unreal Engine 4)&lt;br /&gt;
** [[Bucky&#039;s C++ tutorials]] on YouTube&lt;br /&gt;
** [[Orfeas&#039;s C++ tutorials for UE4]]&lt;br /&gt;
* &#039;&#039;&#039;Blueprints Visual Scripting&#039;&#039;&#039;&lt;br /&gt;
** [[UE4 Blueprint Documentation]]&lt;br /&gt;
* &#039;&#039;&#039;Video tutorials&#039;&#039;&#039;&lt;br /&gt;
** [[Mitch&#039;s VR Lab]] and his [[VR content example assets]]&lt;br /&gt;
** [[WTF is?]] Unreal Engine video tutorial series&lt;br /&gt;
** [[Pong in VR tutorial project]], created by [[/u/Enter_the_Metaverse]]&lt;br /&gt;
** [[Creating a VR Space Combat Sim Without Code in UE4]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19120</id>
		<title>Resources Directory</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Resources_Directory&amp;diff=19120"/>
		<updated>2017-01-03T06:27:00Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;=/r/learnVRdev Resources Directory= ==Hardware &amp;amp; User Experience== * User Experience (UX) ** /r/VRUI ** The User Experience of Virtual Reality&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=/r/learnVRdev Resources Directory=&lt;br /&gt;
==Hardware &amp;amp; User Experience==&lt;br /&gt;
* User Experience (UX)&lt;br /&gt;
** /r/VRUI&lt;br /&gt;
** The User Experience of Virtual Reality&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19119</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19119"/>
		<updated>2017-01-03T06:18:42Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* 4. Implement Interactivity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Gear VR]]&#039;&#039;&#039;, $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* &#039;&#039;&#039;[[Google Cardboard]]&#039;&#039;&#039;, available as cheap as free&lt;br /&gt;
&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Mozilla A-Frame]]&#039;&#039;&#039; is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* &#039;&#039;&#039;[[Vizor]]&#039;&#039;&#039; is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* &#039;&#039;&#039;[[Responsive WebVR]]&#039;&#039;&#039; is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* &#039;&#039;&#039;[[Google Daydream]]&#039;&#039;&#039; - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* &#039;&#039;&#039;[[OSVR HDK 2]]&#039;&#039;&#039;, $399 - will be released in July; no announced motion control&lt;br /&gt;
&lt;br /&gt;
==2. Learn about the software==&lt;br /&gt;
Designing for VR is much like designing videogames, as they are both 3D interactive experiences. The difference between designing for VR and designing for traditional videogames is that special considerations must be made for the nuanced experiences of presence and immersion, nonlinear storytelling, locomotion which reduces motion sickness, and graphical optimization.&lt;br /&gt;
&lt;br /&gt;
Most VR developers opt to use a game engine (unless they&#039;re developing for WebVR, discussed below), and should decide which they want to work with early on. Two most popular are [[Unreal Engine 4]] (UE4) and [[Unity]]. Both of these engines are very capable and will become the tool that you rely on most in your development; both have very active communities with vast resources out there to help you. These are freely available software suites capable of managing 3D environments, importing custom assets (such as 3D models, imagery, sounds, video), and programming interactivity or gameplay. Most useful of all, there are an insane number of YouTube tutorials and online guides for both engines, both official and fan-created.&lt;br /&gt;
&lt;br /&gt;
There is no absolute agreement in the VR developer community that Unreal is a &amp;quot;better&amp;quot; engine than Unity, nor vise versa. However, they do have distinct personalities. UE4 is characterized as being more computationally optimized with greater visual fidelity but a steeper learning curve; on the contrary, Unity was designed to be powerful enough to drive commercial-quality games while remaining more intuitive and efficient for beginning designers. Unreal Engine 4 is free to download and use, but as a condition of use they will take 5% of your net revenue (above $3000) per quarter. Unity has multiple versions with different costs, but Unity Personal is free to use. If possible, it might be best to try both of these engines to see what suits you best, however it&#039;s hard to go wrong here, both offer a lot of value and are very capable.&lt;br /&gt;
&lt;br /&gt;
Outside of game engines, you may opt to develop interactive VR webpages using [[Mozilla&#039;s A-Frame]] markup language, or by using JavaScript (hack around with [[Three.js]]!), HTML5, and/or WebGL in the vein of web experiments recently put out by [[Chrome]] and [[Mozilla]]. Developing for web has the convenience of using a smartphone as the display, so you won&#039;t need an expensive headset starting off. You also won&#039;t need to compile or package any code, and can easily share your creations with your friends who also own smartphones. If this sounds like a lot of work, maybe try the easy-as pie VR scene editor [[Vizor]], which allows you to design VR imagery on the computer and then view it from mobile.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve chosen an engine or web application, the next step is to get familiar with it. Learn the basics of whatever programming language your tools use -- whether it&#039;s [[C++]] and [[Blueprints Visual Scripting]](UE4), [[C#]] (Unity), or a custom markup language for web applications. If you&#039;re developing for Android, download [[Android Studio]] and try [[deploying a basic app]]. For Cardboard and Unity, check out [[Google&#039;s SDK]].&lt;br /&gt;
&lt;br /&gt;
The /[[learnVRdev wiki]] has links and resources that you will find useful when trying to learn how to use an engine. It&#039;s best to follow through with some tutorials to get a feel for the engine, how to manipulate objects in space, and so on. Both Unity and Unreal offer built in VR support, so you can preview your creative works directly in VR!&lt;br /&gt;
&lt;br /&gt;
==3. Make or find art assets==&lt;br /&gt;
Now that you have an engine and headset, you&#039;ll need artwork, sound, 3D models, and animations to fill out your virtual world. You may find assets online that are free for reuse, rip assets from popular games (if you don&#039;t plan to sell your project), make your own from scratch, or modify existing assets to suit your needs. Remember that virtual realities demand visuals and audio that appear &amp;quot;real&amp;quot; when examined close-up from all sides, even if they are stylized or abstract.&lt;br /&gt;
===3D models===&lt;br /&gt;
The next thing that&#039;s needed for VR dev is &#039;&#039;&#039;3D models&#039;&#039;&#039;. There are two ways to go about this for a beginner.&lt;br /&gt;
&lt;br /&gt;
The first (and easiest) option is to use openly available 3D models while you learn the other areas of VR development. The Unity and Unreal asset stores have easily available models that can be used for this purpose. There are some links below to other websites with openly available assets. This can be critical for the beginner VR dev, as it&#039;s very hard to learn so many things at once!&lt;br /&gt;
&lt;br /&gt;
The other option for 3D models is to learn how to make them yourself. Though this is the more difficult option, it&#039;s a good choice for the long term, as the time may come when you&#039;re making a more intermediate project and want to make your own assets and visual style. There are a few programs which are very useful for 3D modelling.&lt;br /&gt;
&lt;br /&gt;
Even if you decide to find premade assets, you&#039;ll probably end up needing to tweak them in 3D modelling software so so that they&#039;re just right. Fortunately, there are plenty of resources available online. Professional design software is available at monthly subscription prices comparable to a MMORPG, and there are tutorials for just about every 3D modelling question freely available on YouTube ([[click for example for YouTube resources]]). Use the search function on every website you see! If you demand higher-quality education content, consider subscribing to [[PluralSight]]. Go through the various subreddits listed on the sidebar here and catch up on conversations in the different VR tech communities, and learn new tips and tricks.&lt;br /&gt;
* &#039;&#039;&#039;3D Modelling and Sculpting:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Autodesk&#039;s Entertainment Creation Suite]]&#039;&#039;&#039; of software (including Maya, 3ds Max, Motionbuilder, and Mudbox with native export to Unity and UE4) is available to &amp;quot;students&amp;quot; free for three years -- no verification needed. This includes everything you need to make professional models, textures, animations, etc.&lt;br /&gt;
** &#039;&#039;&#039;[[Pixologic ZBrush]]&#039;&#039;&#039; (from $795, student discounts available) is a 3D sculpting application, which provides more creative flexibility than traditional modelling applications such as Maya or 3ds Max, and is known for its powerful handling of high-polygon and photorealistic models. The functionally-equivalent Autodesk software is Mudbox.&lt;br /&gt;
** &#039;&#039;&#039;[[Blender]]&#039;&#039;&#039; is an entirely free and open source 3D modelling, animation, and game design suite. It is very powerful with great flexibility, but has a much steeper learning curve than commercially-developed software.&lt;br /&gt;
** You can &#039;&#039;&#039;buy and download models and 3D scans&#039;&#039;&#039; at sites like [[Turbosquid]] and [[Sketchfab]].&lt;br /&gt;
** &#039;&#039;&#039;[[MODO Indie]]&#039;&#039;&#039; ($15/month or $300) is an 3D sculpting, painting, and animation tool that caters to game designers and hobbyist artists learning 3D.&lt;br /&gt;
** &#039;&#039;&#039;[[Speedtree]]&#039;&#039;&#039; ($19/month) is useful for designing procedurally-generated 3D models of trees, plants, and all sorts of branching structures. These can later be extracted with many options for use in photorealistic landscapes.&lt;br /&gt;
&lt;br /&gt;
===Photogrammetry (3D scanning)===&lt;br /&gt;
Like VR, 3D photo scanning is another futuristic technology now available for dirt cheap, and with mobile solutions. 3D scanning using photos involves taking many photographs (usually upwards of thirty) of a real-life object from as many angles as possible. These photographs are then imported into software such as [[Agisoft Photoscan]] or one of Autodesk&#039;s many solutions (they keep buying up companies, it seems), which generate highly detailed meshes from these photographs. The meshes and their color/diffuse texture map can then be exported and used in a game engine as a regular asset. [[This YouTube video]] competently demonstrates the entire process in ten minutes.&lt;br /&gt;
* &#039;&#039;&#039;Photogrammetry and 3D-scanning&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Agisoft Photoscan]]&#039;&#039;&#039; (from $179), a 3D scanning suite which uses DSLR photos as its source.&lt;br /&gt;
** &#039;&#039;&#039;Autodesk offers a few different photogrammetry solutions&#039;&#039;&#039;, from the free mobile- and cloud-based [[123D Catch]] to desktop photogrammetry software [[Remake]] and [[Recap 360]]. [[Here&#039;s a thread]] which discusses the differences between Autodesk&#039;s various photogrammetry solutions.&lt;br /&gt;
&lt;br /&gt;
===Audio &amp;amp; Music===&lt;br /&gt;
Audio in VR doesn&#039;t need to be treated very differently from music and sound effects in movies or traditional games. Like with graphics, there is an emphasis on realism and quality. The most immersive audio in VR with be positionally spatialized depending upon the direction the player is facing respective to the sound source; Unity and UE4 must be configured for audio specialization to function correctly.&lt;br /&gt;
* Audio production&lt;br /&gt;
** &#039;&#039;&#039;[[Audacity]]&#039;&#039;&#039;, although simple on the surface, is a powerful and reliable audio editor that is entirely free and open source.&lt;br /&gt;
** For &#039;&#039;&#039;royalty-free stock audio&#039;&#039;&#039;, check out [[The Free Sound Project]], the [[#GameAudioGDC Bundle]], and the [[Oculus Audio Pack]].&lt;br /&gt;
** Check out Oculus&#039;s [[introduction to audio spatialization]] and the Oculus Connect talk [[3D Audio: Designing Sounds for VR]]&lt;br /&gt;
&lt;br /&gt;
==4. Implement Interactivity==&lt;br /&gt;
After you&#039;ve got a feel for the engine and have some artwork to use, the next hurdle is figuring out how you will add interactivity to your projects. I highly suggest first reading up about VR user interface (UI) and user experience (UX) principles -- otherwise your players might end up with achy eyes from poor stereoscopic rendering decisions, or even vomiting from motion sickness. Fortunately, these can be avoiding simply by avoiding locking text to the viewport, or by putting the player camera in a visible capsule (car, spacesuit, cockpit) during movement to reduce nausea. And if you plan to implement hand tracking, it&#039;s a good idea to focus on making everything as real as possible -- your research and prototyping will pay off with an impressive sense of presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VR UI/UX Resources&#039;&#039;&#039;&lt;br /&gt;
* Google&#039;s own &#039;&#039;&#039;[[Cardboard Design Lab]]&#039;&#039;&#039; is perhaps the fastest introduction to this subject.&lt;br /&gt;
* Google Developers - &#039;&#039;&#039;[[Google I/O 2015 Livefeed - Designing for virtual reality]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Research VR podcast]]&#039;&#039;&#039;, which covers the developing VR industry and cognitive science, emphasizing the relationship between intentional design and conscious experience.&lt;br /&gt;
* Leap Motion&#039;s &#039;&#039;&#039;[[VR Design Best Practices]]&#039;&#039;&#039; article is full of thoughtful suggestions&lt;br /&gt;
* &#039;&#039;&#039;[[Mitch&#039;s VR Lab]]&#039;&#039;&#039;, based on UE4, is a YouTube series many examples of UI programming and principles.&lt;br /&gt;
* Fuseman&#039;s &#039;&#039;&#039;[[Introduction to VR UI in Unity]]&#039;&#039;&#039; livestream tutorial, which explains concepts useful beyond Unity.&lt;br /&gt;
* &#039;&#039;&#039;[[UE4 HTC Vive - How to interact with a menu using Motion controllers]]&#039;&#039;&#039; on YouTube&lt;br /&gt;
* &#039;&#039;&#039;[[Five ways to reduce motion sickness in VR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This requires some kind of scripting language. Unreal Engine 4 has an intuitive, flowchart-like scripting system called &#039;&#039;&#039;Blueprint Visual Scripting&#039;&#039;&#039;, and if you&#039;re not yet comfortable programming, this may be useful for you to get started. Check [[here]] for a general introduction to Blueprints. Blueprints are powerful enough to do entire projects without having to write a line of code (though you&#039;ll be using many programming concepts). Otherwise, both Unreal and Unity have a native programming language. For Unreal, it&#039;s &#039;&#039;&#039;C++&#039;&#039;&#039;, and for Unity, it&#039;s &#039;&#039;&#039;C#&#039;&#039;&#039;. Many people who are aspiring VR devs have little to no programming experience, so this step can be particularly daunting. We want to help you get past this hurdle also, so we&#039;ll be updating this wiki with resources that will teach you the fundamental programming concepts needed for VR dev.&lt;br /&gt;
&lt;br /&gt;
==5. Some final tips==&lt;br /&gt;
If you&#039;re a solo VR dev, remember, start small. There&#039;s time for more grandiose visions once you have a solid grasp of the fundamentals, so to begin with start with a project that you think is very simple. Even Pong has more to it than you would think at the first glance. Work at it step by step, once you have a few projects up your belt you&#039;ll be in a much better position to attack some more complex problems.&lt;br /&gt;
&lt;br /&gt;
Feel free to ask questions on this subreddit, and post your beginner projects. It doesn&#039;t matter how scrappy you think it is, it will be helpful to other people who are trying to learn.&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19118</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19118"/>
		<updated>2017-01-03T06:17:53Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Gear VR]]&#039;&#039;&#039;, $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* &#039;&#039;&#039;[[Google Cardboard]]&#039;&#039;&#039;, available as cheap as free&lt;br /&gt;
&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Mozilla A-Frame]]&#039;&#039;&#039; is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* &#039;&#039;&#039;[[Vizor]]&#039;&#039;&#039; is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* &#039;&#039;&#039;[[Responsive WebVR]]&#039;&#039;&#039; is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* &#039;&#039;&#039;[[Google Daydream]]&#039;&#039;&#039; - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* &#039;&#039;&#039;[[OSVR HDK 2]]&#039;&#039;&#039;, $399 - will be released in July; no announced motion control&lt;br /&gt;
&lt;br /&gt;
==2. Learn about the software==&lt;br /&gt;
Designing for VR is much like designing videogames, as they are both 3D interactive experiences. The difference between designing for VR and designing for traditional videogames is that special considerations must be made for the nuanced experiences of presence and immersion, nonlinear storytelling, locomotion which reduces motion sickness, and graphical optimization.&lt;br /&gt;
&lt;br /&gt;
Most VR developers opt to use a game engine (unless they&#039;re developing for WebVR, discussed below), and should decide which they want to work with early on. Two most popular are [[Unreal Engine 4]] (UE4) and [[Unity]]. Both of these engines are very capable and will become the tool that you rely on most in your development; both have very active communities with vast resources out there to help you. These are freely available software suites capable of managing 3D environments, importing custom assets (such as 3D models, imagery, sounds, video), and programming interactivity or gameplay. Most useful of all, there are an insane number of YouTube tutorials and online guides for both engines, both official and fan-created.&lt;br /&gt;
&lt;br /&gt;
There is no absolute agreement in the VR developer community that Unreal is a &amp;quot;better&amp;quot; engine than Unity, nor vise versa. However, they do have distinct personalities. UE4 is characterized as being more computationally optimized with greater visual fidelity but a steeper learning curve; on the contrary, Unity was designed to be powerful enough to drive commercial-quality games while remaining more intuitive and efficient for beginning designers. Unreal Engine 4 is free to download and use, but as a condition of use they will take 5% of your net revenue (above $3000) per quarter. Unity has multiple versions with different costs, but Unity Personal is free to use. If possible, it might be best to try both of these engines to see what suits you best, however it&#039;s hard to go wrong here, both offer a lot of value and are very capable.&lt;br /&gt;
&lt;br /&gt;
Outside of game engines, you may opt to develop interactive VR webpages using [[Mozilla&#039;s A-Frame]] markup language, or by using JavaScript (hack around with [[Three.js]]!), HTML5, and/or WebGL in the vein of web experiments recently put out by [[Chrome]] and [[Mozilla]]. Developing for web has the convenience of using a smartphone as the display, so you won&#039;t need an expensive headset starting off. You also won&#039;t need to compile or package any code, and can easily share your creations with your friends who also own smartphones. If this sounds like a lot of work, maybe try the easy-as pie VR scene editor [[Vizor]], which allows you to design VR imagery on the computer and then view it from mobile.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve chosen an engine or web application, the next step is to get familiar with it. Learn the basics of whatever programming language your tools use -- whether it&#039;s [[C++]] and [[Blueprints Visual Scripting]](UE4), [[C#]] (Unity), or a custom markup language for web applications. If you&#039;re developing for Android, download [[Android Studio]] and try [[deploying a basic app]]. For Cardboard and Unity, check out [[Google&#039;s SDK]].&lt;br /&gt;
&lt;br /&gt;
The /[[learnVRdev wiki]] has links and resources that you will find useful when trying to learn how to use an engine. It&#039;s best to follow through with some tutorials to get a feel for the engine, how to manipulate objects in space, and so on. Both Unity and Unreal offer built in VR support, so you can preview your creative works directly in VR!&lt;br /&gt;
&lt;br /&gt;
==3. Make or find art assets==&lt;br /&gt;
Now that you have an engine and headset, you&#039;ll need artwork, sound, 3D models, and animations to fill out your virtual world. You may find assets online that are free for reuse, rip assets from popular games (if you don&#039;t plan to sell your project), make your own from scratch, or modify existing assets to suit your needs. Remember that virtual realities demand visuals and audio that appear &amp;quot;real&amp;quot; when examined close-up from all sides, even if they are stylized or abstract.&lt;br /&gt;
===3D models===&lt;br /&gt;
The next thing that&#039;s needed for VR dev is &#039;&#039;&#039;3D models&#039;&#039;&#039;. There are two ways to go about this for a beginner.&lt;br /&gt;
&lt;br /&gt;
The first (and easiest) option is to use openly available 3D models while you learn the other areas of VR development. The Unity and Unreal asset stores have easily available models that can be used for this purpose. There are some links below to other websites with openly available assets. This can be critical for the beginner VR dev, as it&#039;s very hard to learn so many things at once!&lt;br /&gt;
&lt;br /&gt;
The other option for 3D models is to learn how to make them yourself. Though this is the more difficult option, it&#039;s a good choice for the long term, as the time may come when you&#039;re making a more intermediate project and want to make your own assets and visual style. There are a few programs which are very useful for 3D modelling.&lt;br /&gt;
&lt;br /&gt;
Even if you decide to find premade assets, you&#039;ll probably end up needing to tweak them in 3D modelling software so so that they&#039;re just right. Fortunately, there are plenty of resources available online. Professional design software is available at monthly subscription prices comparable to a MMORPG, and there are tutorials for just about every 3D modelling question freely available on YouTube ([[click for example for YouTube resources]]). Use the search function on every website you see! If you demand higher-quality education content, consider subscribing to [[PluralSight]]. Go through the various subreddits listed on the sidebar here and catch up on conversations in the different VR tech communities, and learn new tips and tricks.&lt;br /&gt;
* &#039;&#039;&#039;3D Modelling and Sculpting:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Autodesk&#039;s Entertainment Creation Suite]]&#039;&#039;&#039; of software (including Maya, 3ds Max, Motionbuilder, and Mudbox with native export to Unity and UE4) is available to &amp;quot;students&amp;quot; free for three years -- no verification needed. This includes everything you need to make professional models, textures, animations, etc.&lt;br /&gt;
** &#039;&#039;&#039;[[Pixologic ZBrush]]&#039;&#039;&#039; (from $795, student discounts available) is a 3D sculpting application, which provides more creative flexibility than traditional modelling applications such as Maya or 3ds Max, and is known for its powerful handling of high-polygon and photorealistic models. The functionally-equivalent Autodesk software is Mudbox.&lt;br /&gt;
** &#039;&#039;&#039;[[Blender]]&#039;&#039;&#039; is an entirely free and open source 3D modelling, animation, and game design suite. It is very powerful with great flexibility, but has a much steeper learning curve than commercially-developed software.&lt;br /&gt;
** You can &#039;&#039;&#039;buy and download models and 3D scans&#039;&#039;&#039; at sites like [[Turbosquid]] and [[Sketchfab]].&lt;br /&gt;
** &#039;&#039;&#039;[[MODO Indie]]&#039;&#039;&#039; ($15/month or $300) is an 3D sculpting, painting, and animation tool that caters to game designers and hobbyist artists learning 3D.&lt;br /&gt;
** &#039;&#039;&#039;[[Speedtree]]&#039;&#039;&#039; ($19/month) is useful for designing procedurally-generated 3D models of trees, plants, and all sorts of branching structures. These can later be extracted with many options for use in photorealistic landscapes.&lt;br /&gt;
&lt;br /&gt;
===Photogrammetry (3D scanning)===&lt;br /&gt;
Like VR, 3D photo scanning is another futuristic technology now available for dirt cheap, and with mobile solutions. 3D scanning using photos involves taking many photographs (usually upwards of thirty) of a real-life object from as many angles as possible. These photographs are then imported into software such as [[Agisoft Photoscan]] or one of Autodesk&#039;s many solutions (they keep buying up companies, it seems), which generate highly detailed meshes from these photographs. The meshes and their color/diffuse texture map can then be exported and used in a game engine as a regular asset. [[This YouTube video]] competently demonstrates the entire process in ten minutes.&lt;br /&gt;
* &#039;&#039;&#039;Photogrammetry and 3D-scanning&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Agisoft Photoscan]]&#039;&#039;&#039; (from $179), a 3D scanning suite which uses DSLR photos as its source.&lt;br /&gt;
** &#039;&#039;&#039;Autodesk offers a few different photogrammetry solutions&#039;&#039;&#039;, from the free mobile- and cloud-based [[123D Catch]] to desktop photogrammetry software [[Remake]] and [[Recap 360]]. [[Here&#039;s a thread]] which discusses the differences between Autodesk&#039;s various photogrammetry solutions.&lt;br /&gt;
&lt;br /&gt;
===Audio &amp;amp; Music===&lt;br /&gt;
Audio in VR doesn&#039;t need to be treated very differently from music and sound effects in movies or traditional games. Like with graphics, there is an emphasis on realism and quality. The most immersive audio in VR with be positionally spatialized depending upon the direction the player is facing respective to the sound source; Unity and UE4 must be configured for audio specialization to function correctly.&lt;br /&gt;
* Audio production&lt;br /&gt;
** &#039;&#039;&#039;[[Audacity]]&#039;&#039;&#039;, although simple on the surface, is a powerful and reliable audio editor that is entirely free and open source.&lt;br /&gt;
** For &#039;&#039;&#039;royalty-free stock audio&#039;&#039;&#039;, check out [[The Free Sound Project]], the [[#GameAudioGDC Bundle]], and the [[Oculus Audio Pack]].&lt;br /&gt;
** Check out Oculus&#039;s [[introduction to audio spatialization]] and the Oculus Connect talk [[3D Audio: Designing Sounds for VR]]&lt;br /&gt;
&lt;br /&gt;
==4. Implement Interactivity==&lt;br /&gt;
After you&#039;ve got a feel for the engine and have some artwork to use, the next hurdle is figuring out how you will add interactivity to your projects. I highly suggest first reading up about VR user interface (UI) and user experience (UX) principles -- otherwise your players might end up with achy eyes from poor stereoscopic rendering decisions, or even vomiting from motion sickness. Fortunately, these can be avoiding simply by avoiding locking text to the viewport, or by putting the player camera in a visible capsule (car, spacesuit, cockpit) during movement to reduce nausea. And if you plan to implement hand tracking, it&#039;s a good idea to focus on making everything as real as possible -- your research and prototyping will pay off with an impressive sense of presence.&lt;br /&gt;
&#039;&#039;&#039;VR UI/UX Resources&#039;&#039;&#039;&lt;br /&gt;
* Google&#039;s own &#039;&#039;&#039;[[Cardboard Design Lab]]&#039;&#039;&#039; is perhaps the fastest introduction to this subject.&lt;br /&gt;
* Google Developers - &#039;&#039;&#039;[[Google I/O 2015 Livefeed - Designing for virtual reality]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Research VR podcast]]&#039;&#039;&#039;, which covers the developing VR industry and cognitive science, emphasizing the relationship between intentional design and conscious experience.&lt;br /&gt;
* Leap Motion&#039;s &#039;&#039;&#039;[[VR Design Best Practices]]&#039;&#039;&#039; article is full of thoughtful suggestions&lt;br /&gt;
* &#039;&#039;&#039;[[Mitch&#039;s VR Lab]]&#039;&#039;&#039;, based on UE4, is a YouTube series many examples of UI programming and principles.&lt;br /&gt;
* Fuseman&#039;s &#039;&#039;&#039;[[Introduction to VR UI in Unity]]&#039;&#039;&#039; livestream tutorial, which explains concepts useful beyond Unity.&lt;br /&gt;
* &#039;&#039;&#039;[[UE4 HTC Vive - How to interact with a menu using Motion controllers]]&#039;&#039;&#039; on YouTube&lt;br /&gt;
* &#039;&#039;&#039;[[Five ways to reduce motion sickness in VR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This requires some kind of scripting language. Unreal Engine 4 has an intuitive, flowchart-like scripting system called &#039;&#039;&#039;Blueprint Visual Scripting&#039;&#039;&#039;, and if you&#039;re not yet comfortable programming, this may be useful for you to get started. Check [[here]] for a general introduction to Blueprints. Blueprints are powerful enough to do entire projects without having to write a line of code (though you&#039;ll be using many programming concepts). Otherwise, both Unreal and Unity have a native programming language. For Unreal, it&#039;s &#039;&#039;&#039;C++&#039;&#039;&#039;, and for Unity, it&#039;s &#039;&#039;&#039;C#&#039;&#039;&#039;. Many people who are aspiring VR devs have little to no programming experience, so this step can be particularly daunting. We want to help you get past this hurdle also, so we&#039;ll be updating this wiki with resources that will teach you the fundamental programming concepts needed for VR dev.&lt;br /&gt;
&lt;br /&gt;
==5. Some final tips==&lt;br /&gt;
If you&#039;re a solo VR dev, remember, start small. There&#039;s time for more grandiose visions once you have a solid grasp of the fundamentals, so to begin with start with a project that you think is very simple. Even Pong has more to it than you would think at the first glance. Work at it step by step, once you have a few projects up your belt you&#039;ll be in a much better position to attack some more complex problems.&lt;br /&gt;
&lt;br /&gt;
Feel free to ask questions on this subreddit, and post your beginner projects. It doesn&#039;t matter how scrappy you think it is, it will be helpful to other people who are trying to learn.&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19117</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19117"/>
		<updated>2017-01-03T06:16:08Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Gear VR]]&#039;&#039;&#039;, $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* &#039;&#039;&#039;[[Google Cardboard]]&#039;&#039;&#039;, available as cheap as free&lt;br /&gt;
&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Mozilla A-Frame]]&#039;&#039;&#039; is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* &#039;&#039;&#039;[[Vizor]]&#039;&#039;&#039; is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* &#039;&#039;&#039;[[Responsive WebVR]]&#039;&#039;&#039; is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* &#039;&#039;&#039;[[Google Daydream]]&#039;&#039;&#039; - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* &#039;&#039;&#039;[[OSVR HDK 2]]&#039;&#039;&#039;, $399 - will be released in July; no announced motion control&lt;br /&gt;
&lt;br /&gt;
==2. Learn about the software==&lt;br /&gt;
Designing for VR is much like designing videogames, as they are both 3D interactive experiences. The difference between designing for VR and designing for traditional videogames is that special considerations must be made for the nuanced experiences of presence and immersion, nonlinear storytelling, locomotion which reduces motion sickness, and graphical optimization.&lt;br /&gt;
&lt;br /&gt;
Most VR developers opt to use a game engine (unless they&#039;re developing for WebVR, discussed below), and should decide which they want to work with early on. Two most popular are [[Unreal Engine 4]] (UE4) and [[Unity]]. Both of these engines are very capable and will become the tool that you rely on most in your development; both have very active communities with vast resources out there to help you. These are freely available software suites capable of managing 3D environments, importing custom assets (such as 3D models, imagery, sounds, video), and programming interactivity or gameplay. Most useful of all, there are an insane number of YouTube tutorials and online guides for both engines, both official and fan-created.&lt;br /&gt;
&lt;br /&gt;
There is no absolute agreement in the VR developer community that Unreal is a &amp;quot;better&amp;quot; engine than Unity, nor vise versa. However, they do have distinct personalities. UE4 is characterized as being more computationally optimized with greater visual fidelity but a steeper learning curve; on the contrary, Unity was designed to be powerful enough to drive commercial-quality games while remaining more intuitive and efficient for beginning designers. Unreal Engine 4 is free to download and use, but as a condition of use they will take 5% of your net revenue (above $3000) per quarter. Unity has multiple versions with different costs, but Unity Personal is free to use. If possible, it might be best to try both of these engines to see what suits you best, however it&#039;s hard to go wrong here, both offer a lot of value and are very capable.&lt;br /&gt;
&lt;br /&gt;
Outside of game engines, you may opt to develop interactive VR webpages using [[Mozilla&#039;s A-Frame]] markup language, or by using JavaScript (hack around with [[Three.js]]!), HTML5, and/or WebGL in the vein of web experiments recently put out by [[Chrome]] and [[Mozilla]]. Developing for web has the convenience of using a smartphone as the display, so you won&#039;t need an expensive headset starting off. You also won&#039;t need to compile or package any code, and can easily share your creations with your friends who also own smartphones. If this sounds like a lot of work, maybe try the easy-as pie VR scene editor [[Vizor]], which allows you to design VR imagery on the computer and then view it from mobile.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve chosen an engine or web application, the next step is to get familiar with it. Learn the basics of whatever programming language your tools use -- whether it&#039;s [[C++]] and [[Blueprints Visual Scripting]](UE4), [[C#]] (Unity), or a custom markup language for web applications. If you&#039;re developing for Android, download [[Android Studio]] and try [[deploying a basic app]]. For Cardboard and Unity, check out [[Google&#039;s SDK]].&lt;br /&gt;
&lt;br /&gt;
The /[[learnVRdev wiki]] has links and resources that you will find useful when trying to learn how to use an engine. It&#039;s best to follow through with some tutorials to get a feel for the engine, how to manipulate objects in space, and so on. Both Unity and Unreal offer built in VR support, so you can preview your creative works directly in VR!&lt;br /&gt;
&lt;br /&gt;
==3. Make or find art assets==&lt;br /&gt;
Now that you have an engine and headset, you&#039;ll need artwork, sound, 3D models, and animations to fill out your virtual world. You may find assets online that are free for reuse, rip assets from popular games (if you don&#039;t plan to sell your project), make your own from scratch, or modify existing assets to suit your needs. Remember that virtual realities demand visuals and audio that appear &amp;quot;real&amp;quot; when examined close-up from all sides, even if they are stylized or abstract.&lt;br /&gt;
===3D models===&lt;br /&gt;
The next thing that&#039;s needed for VR dev is &#039;&#039;&#039;3D models&#039;&#039;&#039;. There are two ways to go about this for a beginner.&lt;br /&gt;
&lt;br /&gt;
The first (and easiest) option is to use openly available 3D models while you learn the other areas of VR development. The Unity and Unreal asset stores have easily available models that can be used for this purpose. There are some links below to other websites with openly available assets. This can be critical for the beginner VR dev, as it&#039;s very hard to learn so many things at once!&lt;br /&gt;
&lt;br /&gt;
The other option for 3D models is to learn how to make them yourself. Though this is the more difficult option, it&#039;s a good choice for the long term, as the time may come when you&#039;re making a more intermediate project and want to make your own assets and visual style. There are a few programs which are very useful for 3D modelling.&lt;br /&gt;
&lt;br /&gt;
Even if you decide to find premade assets, you&#039;ll probably end up needing to tweak them in 3D modelling software so so that they&#039;re just right. Fortunately, there are plenty of resources available online. Professional design software is available at monthly subscription prices comparable to a MMORPG, and there are tutorials for just about every 3D modelling question freely available on YouTube ([[click for example for YouTube resources]]). Use the search function on every website you see! If you demand higher-quality education content, consider subscribing to [[PluralSight]]. Go through the various subreddits listed on the sidebar here and catch up on conversations in the different VR tech communities, and learn new tips and tricks.&lt;br /&gt;
* &#039;&#039;&#039;3D Modelling and Sculpting:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Autodesk&#039;s Entertainment Creation Suite]]&#039;&#039;&#039; of software (including Maya, 3ds Max, Motionbuilder, and Mudbox with native export to Unity and UE4) is available to &amp;quot;students&amp;quot; free for three years -- no verification needed. This includes everything you need to make professional models, textures, animations, etc.&lt;br /&gt;
** &#039;&#039;&#039;[[Pixologic ZBrush]]&#039;&#039;&#039; (from $795, student discounts available) is a 3D sculpting application, which provides more creative flexibility than traditional modelling applications such as Maya or 3ds Max, and is known for its powerful handling of high-polygon and photorealistic models. The functionally-equivalent Autodesk software is Mudbox.&lt;br /&gt;
** &#039;&#039;&#039;[[Blender]]&#039;&#039;&#039; is an entirely free and open source 3D modelling, animation, and game design suite. It is very powerful with great flexibility, but has a much steeper learning curve than commercially-developed software.&lt;br /&gt;
** You can &#039;&#039;&#039;buy and download models and 3D scans&#039;&#039;&#039; at sites like [[Turbosquid]] and [[Sketchfab]].&lt;br /&gt;
** &#039;&#039;&#039;[[MODO Indie]]&#039;&#039;&#039; ($15/month or $300) is an 3D sculpting, painting, and animation tool that caters to game designers and hobbyist artists learning 3D.&lt;br /&gt;
** &#039;&#039;&#039;[[Speedtree]]&#039;&#039;&#039; ($19/month) is useful for designing procedurally-generated 3D models of trees, plants, and all sorts of branching structures. These can later be extracted with many options for use in photorealistic landscapes.&lt;br /&gt;
&lt;br /&gt;
===Photogrammetry (3D scanning)===&lt;br /&gt;
Like VR, 3D photo scanning is another futuristic technology now available for dirt cheap, and with mobile solutions. 3D scanning using photos involves taking many photographs (usually upwards of thirty) of a real-life object from as many angles as possible. These photographs are then imported into software such as [[Agisoft Photoscan]] or one of Autodesk&#039;s many solutions (they keep buying up companies, it seems), which generate highly detailed meshes from these photographs. The meshes and their color/diffuse texture map can then be exported and used in a game engine as a regular asset. [[This YouTube video]] competently demonstrates the entire process in ten minutes.&lt;br /&gt;
* &#039;&#039;&#039;Photogrammetry and 3D-scanning&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Agisoft Photoscan]]&#039;&#039;&#039; (from $179), a 3D scanning suite which uses DSLR photos as its source.&lt;br /&gt;
** &#039;&#039;&#039;Autodesk offers a few different photogrammetry solutions&#039;&#039;&#039;, from the free mobile- and cloud-based [[123D Catch]] to desktop photogrammetry software [[Remake]] and [[Recap 360]]. [[Here&#039;s a thread]] which discusses the differences between Autodesk&#039;s various photogrammetry solutions.&lt;br /&gt;
&lt;br /&gt;
===Audio &amp;amp; Music===&lt;br /&gt;
Audio in VR doesn&#039;t need to be treated very differently from music and sound effects in movies or traditional games. Like with graphics, there is an emphasis on realism and quality. The most immersive audio in VR with be positionally spatialized depending upon the direction the player is facing respective to the sound source; Unity and UE4 must be configured for audio specialization to function correctly.&lt;br /&gt;
* Audio production&lt;br /&gt;
** &#039;&#039;&#039;[[Audacity]]&#039;&#039;&#039;, although simple on the surface, is a powerful and reliable audio editor that is entirely free and open source.&lt;br /&gt;
** For &#039;&#039;&#039;royalty-free stock audio&#039;&#039;&#039;, check out [[The Free Sound Project]], the [[#GameAudioGDC Bundle]], and the [[Oculus Audio Pack]].&lt;br /&gt;
** Check out Oculus&#039;s [[introduction to audio spatialization]] and the Oculus Connect talk [[3D Audio: Designing Sounds for VR]]&lt;br /&gt;
&lt;br /&gt;
==4. Implement Interactivity==&lt;br /&gt;
After you&#039;ve got a feel for the engine and have some artwork to use, the next hurdle is figuring out how you will add interactivity to your projects. I highly suggest first reading up about VR user interface (UI) and user experience (UX) principles -- otherwise your players might end up with achy eyes from poor stereoscopic rendering decisions, or even vomiting from motion sickness. Fortunately, these can be avoiding simply by avoiding locking text to the viewport, or by putting the player camera in a visible capsule (car, spacesuit, cockpit) during movement to reduce nausea. And if you plan to implement hand tracking, it&#039;s a good idea to focus on making everything as real as possible -- your research and prototyping will pay off with an impressive sense of presence.&lt;br /&gt;
===&#039;&#039;&#039;VR UI/UX Resources&#039;&#039;&#039;===&lt;br /&gt;
* Google&#039;s own &#039;&#039;&#039;[[Cardboard Design Lab]]&#039;&#039;&#039; is perhaps the fastest introduction to this subject.&lt;br /&gt;
* Google Developers - &#039;&#039;&#039;[[Google I/O 2015 Livefeed - Designing for virtual reality]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Research VR podcast]]&#039;&#039;&#039;, which covers the developing VR industry and cognitive science, emphasizing the relationship between intentional design and conscious experience.&lt;br /&gt;
* Leap Motion&#039;s &#039;&#039;&#039;[[VR Design Best Practices]]&#039;&#039;&#039; article is full of thoughtful suggestions&lt;br /&gt;
* &#039;&#039;&#039;[[Mitch&#039;s VR Lab]]&#039;&#039;&#039;, based on UE4, is a YouTube series many examples of UI programming and principles.&lt;br /&gt;
* Fuseman&#039;s &#039;&#039;&#039;[[Introduction to VR UI in Unity]]&#039;&#039;&#039; livestream tutorial, which explains concepts useful beyond Unity.&lt;br /&gt;
* &#039;&#039;&#039;[[UE4 HTC Vive - How to interact with a menu using Motion controllers]]&#039;&#039;&#039; on YouTube&lt;br /&gt;
* &#039;&#039;&#039;[[Five ways to reduce motion sickness in VR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This requires some kind of scripting language. Unreal Engine 4 has an intuitive, flowchart-like scripting system called &#039;&#039;&#039;Blueprint Visual Scripting&#039;&#039;&#039;, and if you&#039;re not yet comfortable programming, this may be useful for you to get started. Check [[here]] for a general introduction to Blueprints. Blueprints are powerful enough to do entire projects without having to write a line of code (though you&#039;ll be using many programming concepts). Otherwise, both Unreal and Unity have a native programming language. For Unreal, it&#039;s &#039;&#039;&#039;C++&#039;&#039;&#039;, and for Unity, it&#039;s &#039;&#039;&#039;C#&#039;&#039;&#039;. Many people who are aspiring VR devs have little to no programming experience, so this step can be particularly daunting. We want to help you get past this hurdle also, so we&#039;ll be updating this wiki with resources that will teach you the fundamental programming concepts needed for VR dev.&lt;br /&gt;
&lt;br /&gt;
==5. Some final tips==&lt;br /&gt;
If you&#039;re a solo VR dev, remember, start small. There&#039;s time for more grandiose visions once you have a solid grasp of the fundamentals, so to begin with start with a project that you think is very simple. Even Pong has more to it than you would think at the first glance. Work at it step by step, once you have a few projects up your belt you&#039;ll be in a much better position to attack some more complex problems.&lt;br /&gt;
&lt;br /&gt;
Feel free to ask questions on this subreddit, and post your beginner projects. It doesn&#039;t matter how scrappy you think it is, it will be helpful to other people who are trying to learn.&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19116</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19116"/>
		<updated>2017-01-03T06:04:51Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Gear VR]]&#039;&#039;&#039;, $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* &#039;&#039;&#039;[[Google Cardboard]]&#039;&#039;&#039;, available as cheap as free&lt;br /&gt;
&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Mozilla A-Frame]]&#039;&#039;&#039; is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* &#039;&#039;&#039;[[Vizor]]&#039;&#039;&#039; is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* &#039;&#039;&#039;[[Responsive WebVR]]&#039;&#039;&#039; is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* &#039;&#039;&#039;[[Google Daydream]]&#039;&#039;&#039; - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* &#039;&#039;&#039;[[OSVR HDK 2]]&#039;&#039;&#039;, $399 - will be released in July; no announced motion control&lt;br /&gt;
&lt;br /&gt;
==2. Learn about the software==&lt;br /&gt;
Designing for VR is much like designing videogames, as they are both 3D interactive experiences. The difference between designing for VR and designing for traditional videogames is that special considerations must be made for the nuanced experiences of presence and immersion, nonlinear storytelling, locomotion which reduces motion sickness, and graphical optimization.&lt;br /&gt;
&lt;br /&gt;
Most VR developers opt to use a game engine (unless they&#039;re developing for WebVR, discussed below), and should decide which they want to work with early on. Two most popular are [[Unreal Engine 4]] (UE4) and [[Unity]]. Both of these engines are very capable and will become the tool that you rely on most in your development; both have very active communities with vast resources out there to help you. These are freely available software suites capable of managing 3D environments, importing custom assets (such as 3D models, imagery, sounds, video), and programming interactivity or gameplay. Most useful of all, there are an insane number of YouTube tutorials and online guides for both engines, both official and fan-created.&lt;br /&gt;
&lt;br /&gt;
There is no absolute agreement in the VR developer community that Unreal is a &amp;quot;better&amp;quot; engine than Unity, nor vise versa. However, they do have distinct personalities. UE4 is characterized as being more computationally optimized with greater visual fidelity but a steeper learning curve; on the contrary, Unity was designed to be powerful enough to drive commercial-quality games while remaining more intuitive and efficient for beginning designers. Unreal Engine 4 is free to download and use, but as a condition of use they will take 5% of your net revenue (above $3000) per quarter. Unity has multiple versions with different costs, but Unity Personal is free to use. If possible, it might be best to try both of these engines to see what suits you best, however it&#039;s hard to go wrong here, both offer a lot of value and are very capable.&lt;br /&gt;
&lt;br /&gt;
Outside of game engines, you may opt to develop interactive VR webpages using [[Mozilla&#039;s A-Frame]] markup language, or by using JavaScript (hack around with [[Three.js]]!), HTML5, and/or WebGL in the vein of web experiments recently put out by [[Chrome]] and [[Mozilla]]. Developing for web has the convenience of using a smartphone as the display, so you won&#039;t need an expensive headset starting off. You also won&#039;t need to compile or package any code, and can easily share your creations with your friends who also own smartphones. If this sounds like a lot of work, maybe try the easy-as pie VR scene editor [[Vizor]], which allows you to design VR imagery on the computer and then view it from mobile.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve chosen an engine or web application, the next step is to get familiar with it. Learn the basics of whatever programming language your tools use -- whether it&#039;s [[C++]] and [[Blueprints Visual Scripting]](UE4), [[C#]] (Unity), or a custom markup language for web applications. If you&#039;re developing for Android, download [[Android Studio]] and try [[deploying a basic app]]. For Cardboard and Unity, check out [[Google&#039;s SDK]].&lt;br /&gt;
&lt;br /&gt;
The /[[learnVRdev wiki]] has links and resources that you will find useful when trying to learn how to use an engine. It&#039;s best to follow through with some tutorials to get a feel for the engine, how to manipulate objects in space, and so on. Both Unity and Unreal offer built in VR support, so you can preview your creative works directly in VR!&lt;br /&gt;
&lt;br /&gt;
==3. Make or find art assets==&lt;br /&gt;
Now that you have an engine and headset, you&#039;ll need artwork, sound, 3D models, and animations to fill out your virtual world. You may find assets online that are free for reuse, rip assets from popular games (if you don&#039;t plan to sell your project), make your own from scratch, or modify existing assets to suit your needs. Remember that virtual realities demand visuals and audio that appear &amp;quot;real&amp;quot; when examined close-up from all sides, even if they are stylized or abstract.&lt;br /&gt;
===3D models===&lt;br /&gt;
The next thing that&#039;s needed for VR dev is &#039;&#039;&#039;3D models&#039;&#039;&#039;. There are two ways to go about this for a beginner.&lt;br /&gt;
&lt;br /&gt;
The first (and easiest) option is to use openly available 3D models while you learn the other areas of VR development. The Unity and Unreal asset stores have easily available models that can be used for this purpose. There are some links below to other websites with openly available assets. This can be critical for the beginner VR dev, as it&#039;s very hard to learn so many things at once!&lt;br /&gt;
&lt;br /&gt;
The other option for 3D models is to learn how to make them yourself. Though this is the more difficult option, it&#039;s a good choice for the long term, as the time may come when you&#039;re making a more intermediate project and want to make your own assets and visual style. There are a few programs which are very useful for 3D modelling.&lt;br /&gt;
&lt;br /&gt;
Even if you decide to find premade assets, you&#039;ll probably end up needing to tweak them in 3D modelling software so so that they&#039;re just right. Fortunately, there are plenty of resources available online. Professional design software is available at monthly subscription prices comparable to a MMORPG, and there are tutorials for just about every 3D modelling question freely available on YouTube ([[click for example for YouTube resources]]). Use the search function on every website you see! If you demand higher-quality education content, consider subscribing to [[PluralSight]]. Go through the various subreddits listed on the sidebar here and catch up on conversations in the different VR tech communities, and learn new tips and tricks.&lt;br /&gt;
* &#039;&#039;&#039;3D Modelling and Sculpting:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Autodesk&#039;s Entertainment Creation Suite]]&#039;&#039;&#039; of software (including Maya, 3ds Max, Motionbuilder, and Mudbox with native export to Unity and UE4) is available to &amp;quot;students&amp;quot; free for three years -- no verification needed. This includes everything you need to make professional models, textures, animations, etc.&lt;br /&gt;
** &#039;&#039;&#039;[[Pixologic ZBrush]]&#039;&#039;&#039; (from $795, student discounts available) is a 3D sculpting application, which provides more creative flexibility than traditional modelling applications such as Maya or 3ds Max, and is known for its powerful handling of high-polygon and photorealistic models. The functionally-equivalent Autodesk software is Mudbox.&lt;br /&gt;
** &#039;&#039;&#039;[[Blender]]&#039;&#039;&#039; is an entirely free and open source 3D modelling, animation, and game design suite. It is very powerful with great flexibility, but has a much steeper learning curve than commercially-developed software.&lt;br /&gt;
** You can &#039;&#039;&#039;buy and download models and 3D scans&#039;&#039;&#039; at sites like [[Turbosquid]] and [[Sketchfab]].&lt;br /&gt;
** &#039;&#039;&#039;[[MODO Indie]]&#039;&#039;&#039; ($15/month or $300) is an 3D sculpting, painting, and animation tool that caters to game designers and hobbyist artists learning 3D.&lt;br /&gt;
** &#039;&#039;&#039;[[Speedtree]]&#039;&#039;&#039; ($19/month) is useful for designing procedurally-generated 3D models of trees, plants, and all sorts of branching structures. These can later be extracted with many options for use in photorealistic landscapes.&lt;br /&gt;
&lt;br /&gt;
===Photogrammetry (3D scanning)===&lt;br /&gt;
Like VR, 3D photo scanning is another futuristic technology now available for dirt cheap, and with mobile solutions. 3D scanning using photos involves taking many photographs (usually upwards of thirty) of a real-life object from as many angles as possible. These photographs are then imported into software such as [[Agisoft Photoscan]] or one of Autodesk&#039;s many solutions (they keep buying up companies, it seems), which generate highly detailed meshes from these photographs. The meshes and their color/diffuse texture map can then be exported and used in a game engine as a regular asset. [[This YouTube video]] competently demonstrates the entire process in ten minutes.&lt;br /&gt;
* &#039;&#039;&#039;Photogrammetry and 3D-scanning&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Agisoft Photoscan]]&#039;&#039;&#039; (from $179), a 3D scanning suite which uses DSLR photos as its source.&lt;br /&gt;
** &#039;&#039;&#039;Autodesk offers a few different photogrammetry solutions&#039;&#039;&#039;, from the free mobile- and cloud-based [[123D Catch]] to desktop photogrammetry software [[Remake]] and [[Recap 360]]. [[Here&#039;s a thread]] which discusses the differences between Autodesk&#039;s various photogrammetry solutions.&lt;br /&gt;
&lt;br /&gt;
===Audio &amp;amp; Music===&lt;br /&gt;
Audio in VR doesn&#039;t need to be treated very differently from music and sound effects in movies or traditional games. Like with graphics, there is an emphasis on realism and quality. The most immersive audio in VR with be positionally spatialized depending upon the direction the player is facing respective to the sound source; Unity and UE4 must be configured for audio specialization to function correctly.&lt;br /&gt;
* Audio production&lt;br /&gt;
** &#039;&#039;&#039;[[Audacity]]&#039;&#039;&#039;, although simple on the surface, is a powerful and reliable audio editor that is entirely free and open source.&lt;br /&gt;
** For &#039;&#039;&#039;royalty-free stock audio&#039;&#039;&#039;, check out [[The Free Sound Project]], the [[#GameAudioGDC Bundle]], and the [[Oculus Audio Pack]].&lt;br /&gt;
** Check out Oculus&#039;s [[introduction to audio spatialization]] and the Oculus Connect talk [[3D Audio: Designing Sounds for VR]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19114</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19114"/>
		<updated>2017-01-03T05:58:38Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* 3D models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Gear VR]]&#039;&#039;&#039;, $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* &#039;&#039;&#039;[[Google Cardboard]]&#039;&#039;&#039;, available as cheap as free&lt;br /&gt;
&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Mozilla A-Frame]]&#039;&#039;&#039; is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* &#039;&#039;&#039;[[Vizor]]&#039;&#039;&#039; is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* &#039;&#039;&#039;[[Responsive WebVR]]&#039;&#039;&#039; is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* &#039;&#039;&#039;[[Google Daydream]]&#039;&#039;&#039; - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* &#039;&#039;&#039;[[OSVR HDK 2]]&#039;&#039;&#039;, $399 - will be released in July; no announced motion control&lt;br /&gt;
&lt;br /&gt;
==2. Learn about the software==&lt;br /&gt;
Designing for VR is much like designing videogames, as they are both 3D interactive experiences. The difference between designing for VR and designing for traditional videogames is that special considerations must be made for the nuanced experiences of presence and immersion, nonlinear storytelling, locomotion which reduces motion sickness, and graphical optimization.&lt;br /&gt;
&lt;br /&gt;
Most VR developers opt to use a game engine (unless they&#039;re developing for WebVR, discussed below), and should decide which they want to work with early on. Two most popular are [[Unreal Engine 4]] (UE4) and [[Unity]]. Both of these engines are very capable and will become the tool that you rely on most in your development; both have very active communities with vast resources out there to help you. These are freely available software suites capable of managing 3D environments, importing custom assets (such as 3D models, imagery, sounds, video), and programming interactivity or gameplay. Most useful of all, there are an insane number of YouTube tutorials and online guides for both engines, both official and fan-created.&lt;br /&gt;
&lt;br /&gt;
There is no absolute agreement in the VR developer community that Unreal is a &amp;quot;better&amp;quot; engine than Unity, nor vise versa. However, they do have distinct personalities. UE4 is characterized as being more computationally optimized with greater visual fidelity but a steeper learning curve; on the contrary, Unity was designed to be powerful enough to drive commercial-quality games while remaining more intuitive and efficient for beginning designers. Unreal Engine 4 is free to download and use, but as a condition of use they will take 5% of your net revenue (above $3000) per quarter. Unity has multiple versions with different costs, but Unity Personal is free to use. If possible, it might be best to try both of these engines to see what suits you best, however it&#039;s hard to go wrong here, both offer a lot of value and are very capable.&lt;br /&gt;
&lt;br /&gt;
Outside of game engines, you may opt to develop interactive VR webpages using [[Mozilla&#039;s A-Frame]] markup language, or by using JavaScript (hack around with [[Three.js]]!), HTML5, and/or WebGL in the vein of web experiments recently put out by [[Chrome]] and [[Mozilla]]. Developing for web has the convenience of using a smartphone as the display, so you won&#039;t need an expensive headset starting off. You also won&#039;t need to compile or package any code, and can easily share your creations with your friends who also own smartphones. If this sounds like a lot of work, maybe try the easy-as pie VR scene editor [[Vizor]], which allows you to design VR imagery on the computer and then view it from mobile.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve chosen an engine or web application, the next step is to get familiar with it. Learn the basics of whatever programming language your tools use -- whether it&#039;s [[C++]] and [[Blueprints Visual Scripting]](UE4), [[C#]] (Unity), or a custom markup language for web applications. If you&#039;re developing for Android, download [[Android Studio]] and try [[deploying a basic app]]. For Cardboard and Unity, check out [[Google&#039;s SDK]].&lt;br /&gt;
&lt;br /&gt;
The /[[learnVRdev wiki]] has links and resources that you will find useful when trying to learn how to use an engine. It&#039;s best to follow through with some tutorials to get a feel for the engine, how to manipulate objects in space, and so on. Both Unity and Unreal offer built in VR support, so you can preview your creative works directly in VR!&lt;br /&gt;
&lt;br /&gt;
==3. Make or find art assets==&lt;br /&gt;
Now that you have an engine and headset, you&#039;ll need artwork, sound, 3D models, and animations to fill out your virtual world. You may find assets online that are free for reuse, rip assets from popular games (if you don&#039;t plan to sell your project), make your own from scratch, or modify existing assets to suit your needs. Remember that virtual realities demand visuals and audio that appear &amp;quot;real&amp;quot; when examined close-up from all sides, even if they are stylized or abstract.&lt;br /&gt;
===3D models===&lt;br /&gt;
The next thing that&#039;s needed for VR dev is &#039;&#039;&#039;3D models&#039;&#039;&#039;. There are two ways to go about this for a beginner.&lt;br /&gt;
&lt;br /&gt;
The first (and easiest) option is to use openly available 3D models while you learn the other areas of VR development. The Unity and Unreal asset stores have easily available models that can be used for this purpose. There are some links below to other websites with openly available assets. This can be critical for the beginner VR dev, as it&#039;s very hard to learn so many things at once!&lt;br /&gt;
&lt;br /&gt;
The other option for 3D models is to learn how to make them yourself. Though this is the more difficult option, it&#039;s a good choice for the long term, as the time may come when you&#039;re making a more intermediate project and want to make your own assets and visual style. There are a few programs which are very useful for 3D modelling.&lt;br /&gt;
&lt;br /&gt;
Even if you decide to find premade assets, you&#039;ll probably end up needing to tweak them in 3D modelling software so so that they&#039;re just right. Fortunately, there are plenty of resources available online. Professional design software is available at monthly subscription prices comparable to a MMORPG, and there are tutorials for just about every 3D modelling question freely available on YouTube ([[click for example for YouTube resources]]). Use the search function on every website you see! If you demand higher-quality education content, consider subscribing to [[PluralSight]]. Go through the various subreddits listed on the sidebar here and catch up on conversations in the different VR tech communities, and learn new tips and tricks.&lt;br /&gt;
* &#039;&#039;&#039;3D Modelling and Sculpting:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Autodesk&#039;s Entertainment Creation Suite]]&#039;&#039;&#039; of software (including Maya, 3ds Max, Motionbuilder, and Mudbox with native export to Unity and UE4) is available to &amp;quot;students&amp;quot; free for three years -- no verification needed. This includes everything you need to make professional models, textures, animations, etc.&lt;br /&gt;
** &#039;&#039;&#039;[[Pixologic ZBrush]]&#039;&#039;&#039; (from $795, student discounts available) is a 3D sculpting application, which provides more creative flexibility than traditional modelling applications such as Maya or 3ds Max, and is known for its powerful handling of high-polygon and photorealistic models. The functionally-equivalent Autodesk software is Mudbox.&lt;br /&gt;
** &#039;&#039;&#039;[[Blender]]&#039;&#039;&#039; is an entirely free and open source 3D modelling, animation, and game design suite. It is very powerful with great flexibility, but has a much steeper learning curve than commercially-developed software.&lt;br /&gt;
** You can &#039;&#039;&#039;buy and download models and 3D scans&#039;&#039;&#039; at sites like [[Turbosquid]] and [[Sketchfab]].&lt;br /&gt;
** &#039;&#039;&#039;[[MODO Indie]]&#039;&#039;&#039; ($15/month or $300) is an 3D sculpting, painting, and animation tool that caters to game designers and hobbyist artists learning 3D.&lt;br /&gt;
** &#039;&#039;&#039;[[Speedtree]]&#039;&#039;&#039; ($19/month) is useful for designing procedurally-generated 3D models of trees, plants, and all sorts of branching structures. These can later be extracted with many options for use in photorealistic landscapes.&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19112</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19112"/>
		<updated>2017-01-03T05:57:06Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* 3D models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Gear VR]]&#039;&#039;&#039;, $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* &#039;&#039;&#039;[[Google Cardboard]]&#039;&#039;&#039;, available as cheap as free&lt;br /&gt;
&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Mozilla A-Frame]]&#039;&#039;&#039; is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* &#039;&#039;&#039;[[Vizor]]&#039;&#039;&#039; is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* &#039;&#039;&#039;[[Responsive WebVR]]&#039;&#039;&#039; is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* &#039;&#039;&#039;[[Google Daydream]]&#039;&#039;&#039; - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* &#039;&#039;&#039;[[OSVR HDK 2]]&#039;&#039;&#039;, $399 - will be released in July; no announced motion control&lt;br /&gt;
&lt;br /&gt;
==2. Learn about the software==&lt;br /&gt;
Designing for VR is much like designing videogames, as they are both 3D interactive experiences. The difference between designing for VR and designing for traditional videogames is that special considerations must be made for the nuanced experiences of presence and immersion, nonlinear storytelling, locomotion which reduces motion sickness, and graphical optimization.&lt;br /&gt;
&lt;br /&gt;
Most VR developers opt to use a game engine (unless they&#039;re developing for WebVR, discussed below), and should decide which they want to work with early on. Two most popular are [[Unreal Engine 4]] (UE4) and [[Unity]]. Both of these engines are very capable and will become the tool that you rely on most in your development; both have very active communities with vast resources out there to help you. These are freely available software suites capable of managing 3D environments, importing custom assets (such as 3D models, imagery, sounds, video), and programming interactivity or gameplay. Most useful of all, there are an insane number of YouTube tutorials and online guides for both engines, both official and fan-created.&lt;br /&gt;
&lt;br /&gt;
There is no absolute agreement in the VR developer community that Unreal is a &amp;quot;better&amp;quot; engine than Unity, nor vise versa. However, they do have distinct personalities. UE4 is characterized as being more computationally optimized with greater visual fidelity but a steeper learning curve; on the contrary, Unity was designed to be powerful enough to drive commercial-quality games while remaining more intuitive and efficient for beginning designers. Unreal Engine 4 is free to download and use, but as a condition of use they will take 5% of your net revenue (above $3000) per quarter. Unity has multiple versions with different costs, but Unity Personal is free to use. If possible, it might be best to try both of these engines to see what suits you best, however it&#039;s hard to go wrong here, both offer a lot of value and are very capable.&lt;br /&gt;
&lt;br /&gt;
Outside of game engines, you may opt to develop interactive VR webpages using [[Mozilla&#039;s A-Frame]] markup language, or by using JavaScript (hack around with [[Three.js]]!), HTML5, and/or WebGL in the vein of web experiments recently put out by [[Chrome]] and [[Mozilla]]. Developing for web has the convenience of using a smartphone as the display, so you won&#039;t need an expensive headset starting off. You also won&#039;t need to compile or package any code, and can easily share your creations with your friends who also own smartphones. If this sounds like a lot of work, maybe try the easy-as pie VR scene editor [[Vizor]], which allows you to design VR imagery on the computer and then view it from mobile.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve chosen an engine or web application, the next step is to get familiar with it. Learn the basics of whatever programming language your tools use -- whether it&#039;s [[C++]] and [[Blueprints Visual Scripting]](UE4), [[C#]] (Unity), or a custom markup language for web applications. If you&#039;re developing for Android, download [[Android Studio]] and try [[deploying a basic app]]. For Cardboard and Unity, check out [[Google&#039;s SDK]].&lt;br /&gt;
&lt;br /&gt;
The /[[learnVRdev wiki]] has links and resources that you will find useful when trying to learn how to use an engine. It&#039;s best to follow through with some tutorials to get a feel for the engine, how to manipulate objects in space, and so on. Both Unity and Unreal offer built in VR support, so you can preview your creative works directly in VR!&lt;br /&gt;
&lt;br /&gt;
==3. Make or find art assets==&lt;br /&gt;
Now that you have an engine and headset, you&#039;ll need artwork, sound, 3D models, and animations to fill out your virtual world. You may find assets online that are free for reuse, rip assets from popular games (if you don&#039;t plan to sell your project), make your own from scratch, or modify existing assets to suit your needs. Remember that virtual realities demand visuals and audio that appear &amp;quot;real&amp;quot; when examined close-up from all sides, even if they are stylized or abstract.&lt;br /&gt;
===3D models===&lt;br /&gt;
The next thing that&#039;s needed for VR dev is &#039;&#039;&#039;3D models&#039;&#039;&#039;. There are two ways to go about this for a beginner.&lt;br /&gt;
&lt;br /&gt;
The first (and easiest) option is to use openly available 3D models while you learn the other areas of VR development. The Unity and Unreal asset stores have easily available models that can be used for this purpose. There are some links below to other websites with openly available assets. This can be critical for the beginner VR dev, as it&#039;s very hard to learn so many things at once!&lt;br /&gt;
&lt;br /&gt;
The other option for 3D models is to learn how to make them yourself. Though this is the more difficult option, it&#039;s a good choice for the long term, as the time may come when you&#039;re making a more intermediate project and want to make your own assets and visual style. There are a few programs which are very useful for 3D modelling.&lt;br /&gt;
&lt;br /&gt;
Even if you decide to find premade assets, you&#039;ll probably end up needing to tweak them in 3D modelling software so so that they&#039;re just right. Fortunately, there are plenty of resources available online. Professional design software is available at monthly subscription prices comparable to a MMORPG, and there are tutorials for just about every 3D modelling question freely available on YouTube ([[click for example for YouTube resources]]). Use the search function on every website you see! If you demand higher-quality education content, consider subscribing to [[PluralSight]]. Go through the various subreddits listed on the sidebar here and catch up on conversations in the different VR tech communities, and learn new tips and tricks.&lt;br /&gt;
* &#039;&#039;&#039;3D Modelling and Sculpting:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Autodesk&#039;s Entertainment Creation Suite]]&#039;&#039;&#039; of software (including Maya, 3ds Max, Motionbuilder, and Mudbox with native export to Unity and UE4) is available to &amp;quot;students&amp;quot; free for three years -- no verification needed. This includes everything you need to make professional models, textures, animations, etc.&lt;br /&gt;
** &#039;&#039;&#039;[[Pixologic ZBrush]]&#039;&#039;&#039; (from $795, student discounts available) is a 3D sculpting application, which provides more creative flexibility than traditional modelling applications such as Maya or 3ds Max, and is known for its powerful handling of high-polygon and photorealistic models. The functionally-equivalent Autodesk software is Mudbox.&lt;br /&gt;
** &#039;&#039;&#039;[[Blender]]&#039;&#039;&#039; is an entirely free and open source 3D modelling, animation, and game design suite. It is very powerful with great flexibility, but has a much steeper learning curve than commercially-developed software.&lt;br /&gt;
You can buy and download models and 3D scans at sites like Turbosquid and Sketchfab.&lt;br /&gt;
** &#039;&#039;&#039;[[MODO Indie]]&#039;&#039;&#039; ($15/month or $300) is an 3D sculpting, painting, and animation tool that caters to game designers and hobbyist artists learning 3D.&lt;br /&gt;
** &#039;&#039;&#039;[[Speedtree]]&#039;&#039;&#039; ($19/month) is useful for designing procedurally-generated 3D models of trees, plants, and all sorts of branching structures. These can later be extracted with many options for use in photorealistic landscapes.&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19111</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19111"/>
		<updated>2017-01-03T05:56:33Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Gear VR]]&#039;&#039;&#039;, $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* &#039;&#039;&#039;[[Google Cardboard]]&#039;&#039;&#039;, available as cheap as free&lt;br /&gt;
&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Mozilla A-Frame]]&#039;&#039;&#039; is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* &#039;&#039;&#039;[[Vizor]]&#039;&#039;&#039; is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* &#039;&#039;&#039;[[Responsive WebVR]]&#039;&#039;&#039; is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* &#039;&#039;&#039;[[Google Daydream]]&#039;&#039;&#039; - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* &#039;&#039;&#039;[[OSVR HDK 2]]&#039;&#039;&#039;, $399 - will be released in July; no announced motion control&lt;br /&gt;
&lt;br /&gt;
==2. Learn about the software==&lt;br /&gt;
Designing for VR is much like designing videogames, as they are both 3D interactive experiences. The difference between designing for VR and designing for traditional videogames is that special considerations must be made for the nuanced experiences of presence and immersion, nonlinear storytelling, locomotion which reduces motion sickness, and graphical optimization.&lt;br /&gt;
&lt;br /&gt;
Most VR developers opt to use a game engine (unless they&#039;re developing for WebVR, discussed below), and should decide which they want to work with early on. Two most popular are [[Unreal Engine 4]] (UE4) and [[Unity]]. Both of these engines are very capable and will become the tool that you rely on most in your development; both have very active communities with vast resources out there to help you. These are freely available software suites capable of managing 3D environments, importing custom assets (such as 3D models, imagery, sounds, video), and programming interactivity or gameplay. Most useful of all, there are an insane number of YouTube tutorials and online guides for both engines, both official and fan-created.&lt;br /&gt;
&lt;br /&gt;
There is no absolute agreement in the VR developer community that Unreal is a &amp;quot;better&amp;quot; engine than Unity, nor vise versa. However, they do have distinct personalities. UE4 is characterized as being more computationally optimized with greater visual fidelity but a steeper learning curve; on the contrary, Unity was designed to be powerful enough to drive commercial-quality games while remaining more intuitive and efficient for beginning designers. Unreal Engine 4 is free to download and use, but as a condition of use they will take 5% of your net revenue (above $3000) per quarter. Unity has multiple versions with different costs, but Unity Personal is free to use. If possible, it might be best to try both of these engines to see what suits you best, however it&#039;s hard to go wrong here, both offer a lot of value and are very capable.&lt;br /&gt;
&lt;br /&gt;
Outside of game engines, you may opt to develop interactive VR webpages using [[Mozilla&#039;s A-Frame]] markup language, or by using JavaScript (hack around with [[Three.js]]!), HTML5, and/or WebGL in the vein of web experiments recently put out by [[Chrome]] and [[Mozilla]]. Developing for web has the convenience of using a smartphone as the display, so you won&#039;t need an expensive headset starting off. You also won&#039;t need to compile or package any code, and can easily share your creations with your friends who also own smartphones. If this sounds like a lot of work, maybe try the easy-as pie VR scene editor [[Vizor]], which allows you to design VR imagery on the computer and then view it from mobile.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve chosen an engine or web application, the next step is to get familiar with it. Learn the basics of whatever programming language your tools use -- whether it&#039;s [[C++]] and [[Blueprints Visual Scripting]](UE4), [[C#]] (Unity), or a custom markup language for web applications. If you&#039;re developing for Android, download [[Android Studio]] and try [[deploying a basic app]]. For Cardboard and Unity, check out [[Google&#039;s SDK]].&lt;br /&gt;
&lt;br /&gt;
The /[[learnVRdev wiki]] has links and resources that you will find useful when trying to learn how to use an engine. It&#039;s best to follow through with some tutorials to get a feel for the engine, how to manipulate objects in space, and so on. Both Unity and Unreal offer built in VR support, so you can preview your creative works directly in VR!&lt;br /&gt;
&lt;br /&gt;
==3. Make or find art assets==&lt;br /&gt;
Now that you have an engine and headset, you&#039;ll need artwork, sound, 3D models, and animations to fill out your virtual world. You may find assets online that are free for reuse, rip assets from popular games (if you don&#039;t plan to sell your project), make your own from scratch, or modify existing assets to suit your needs. Remember that virtual realities demand visuals and audio that appear &amp;quot;real&amp;quot; when examined close-up from all sides, even if they are stylized or abstract.&lt;br /&gt;
===3D models===&lt;br /&gt;
The next thing that&#039;s needed for VR dev is 3D models. There are two ways to go about this for a beginner.&lt;br /&gt;
&lt;br /&gt;
The first (and easiest) option is to use openly available 3D models while you learn the other areas of VR development. The Unity and Unreal asset stores have easily available models that can be used for this purpose. There are some links below to other websites with openly available assets. This can be critical for the beginner VR dev, as it&#039;s very hard to learn so many things at once!&lt;br /&gt;
&lt;br /&gt;
The other option for 3D models is to learn how to make them yourself. Though this is the more difficult option, it&#039;s a good choice for the long term, as the time may come when you&#039;re making a more intermediate project and want to make your own assets and visual style. There are a few programs which are very useful for 3D modelling.&lt;br /&gt;
&lt;br /&gt;
Even if you decide to find premade assets, you&#039;ll probably end up needing to tweak them in 3D modelling software so so that they&#039;re just right. Fortunately, there are plenty of resources available online. Professional design software is available at monthly subscription prices comparable to a MMORPG, and there are tutorials for just about every 3D modelling question freely available on YouTube ([[click for example for YouTube resources]]). Use the search function on every website you see! If you demand higher-quality education content, consider subscribing to [[PluralSight]]. Go through the various subreddits listed on the sidebar here and catch up on conversations in the different VR tech communities, and learn new tips and tricks.&lt;br /&gt;
* &#039;&#039;&#039;3D Modelling and Sculpting:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Autodesk&#039;s Entertainment Creation Suite]]&#039;&#039;&#039; of software (including Maya, 3ds Max, Motionbuilder, and Mudbox with native export to Unity and UE4) is available to &amp;quot;students&amp;quot; free for three years -- no verification needed. This includes everything you need to make professional models, textures, animations, etc.&lt;br /&gt;
** &#039;&#039;&#039;[[Pixologic ZBrush]]&#039;&#039;&#039; (from $795, student discounts available) is a 3D sculpting application, which provides more creative flexibility than traditional modelling applications such as Maya or 3ds Max, and is known for its powerful handling of high-polygon and photorealistic models. The functionally-equivalent Autodesk software is Mudbox.&lt;br /&gt;
** &#039;&#039;&#039;[[Blender]]&#039;&#039;&#039; is an entirely free and open source 3D modelling, animation, and game design suite. It is very powerful with great flexibility, but has a much steeper learning curve than commercially-developed software.&lt;br /&gt;
You can buy and download models and 3D scans at sites like Turbosquid and Sketchfab.&lt;br /&gt;
** &#039;&#039;&#039;[[MODO Indie]]&#039;&#039;&#039; ($15/month or $300) is an 3D sculpting, painting, and animation tool that caters to game designers and hobbyist artists learning 3D.&lt;br /&gt;
** &#039;&#039;&#039;[[Speedtree]]&#039;&#039;&#039; ($19/month) is useful for designing procedurally-generated 3D models of trees, plants, and all sorts of branching structures. These can later be extracted with many options for use in photorealistic landscapes.&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19106</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19106"/>
		<updated>2017-01-03T05:50:50Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Gear VR]]&#039;&#039;&#039;, $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* &#039;&#039;&#039;[[Google Cardboard]]&#039;&#039;&#039;, available as cheap as free&lt;br /&gt;
&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Mozilla A-Frame]]&#039;&#039;&#039; is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* &#039;&#039;&#039;[[Vizor]]&#039;&#039;&#039; is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* &#039;&#039;&#039;[[Responsive WebVR]]&#039;&#039;&#039; is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* &#039;&#039;&#039;[[Google Daydream]]&#039;&#039;&#039; - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* &#039;&#039;&#039;[[OSVR HDK 2]]&#039;&#039;&#039;, $399 - will be released in July; no announced motion control&lt;br /&gt;
&lt;br /&gt;
==2. Learn about the software==&lt;br /&gt;
Designing for VR is much like designing videogames, as they are both 3D interactive experiences. The difference between designing for VR and designing for traditional videogames is that special considerations must be made for the nuanced experiences of presence and immersion, nonlinear storytelling, locomotion which reduces motion sickness, and graphical optimization.&lt;br /&gt;
&lt;br /&gt;
Most VR developers opt to use a game engine (unless they&#039;re developing for WebVR, discussed below), and should decide which they want to work with early on. Two most popular are [[Unreal Engine 4]] (UE4) and [[Unity]]. Both of these engines are very capable and will become the tool that you rely on most in your development; both have very active communities with vast resources out there to help you. These are freely available software suites capable of managing 3D environments, importing custom assets (such as 3D models, imagery, sounds, video), and programming interactivity or gameplay. Most useful of all, there are an insane number of YouTube tutorials and online guides for both engines, both official and fan-created.&lt;br /&gt;
&lt;br /&gt;
There is no absolute agreement in the VR developer community that Unreal is a &amp;quot;better&amp;quot; engine than Unity, nor vise versa. However, they do have distinct personalities. UE4 is characterized as being more computationally optimized with greater visual fidelity but a steeper learning curve; on the contrary, Unity was designed to be powerful enough to drive commercial-quality games while remaining more intuitive and efficient for beginning designers. Unreal Engine 4 is free to download and use, but as a condition of use they will take 5% of your net revenue (above $3000) per quarter. Unity has multiple versions with different costs, but Unity Personal is free to use. If possible, it might be best to try both of these engines to see what suits you best, however it&#039;s hard to go wrong here, both offer a lot of value and are very capable.&lt;br /&gt;
&lt;br /&gt;
Outside of game engines, you may opt to develop interactive VR webpages using [[Mozilla&#039;s A-Frame]] markup language, or by using JavaScript (hack around with [[Three.js]]!), HTML5, and/or WebGL in the vein of web experiments recently put out by [[Chrome]] and [[Mozilla]]. Developing for web has the convenience of using a smartphone as the display, so you won&#039;t need an expensive headset starting off. You also won&#039;t need to compile or package any code, and can easily share your creations with your friends who also own smartphones. If this sounds like a lot of work, maybe try the easy-as pie VR scene editor [[Vizor]], which allows you to design VR imagery on the computer and then view it from mobile.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve chosen an engine or web application, the next step is to get familiar with it. Learn the basics of whatever programming language your tools use -- whether it&#039;s [[C++]] and [[Blueprints Visual Scripting]](UE4), [[C#]] (Unity), or a custom markup language for web applications. If you&#039;re developing for Android, download [[Android Studio]] and try [[deploying a basic app]]. For Cardboard and Unity, check out [[Google&#039;s SDK]].&lt;br /&gt;
&lt;br /&gt;
The /[[learnVRdev wiki]] has links and resources that you will find useful when trying to learn how to use an engine. It&#039;s best to follow through with some tutorials to get a feel for the engine, how to manipulate objects in space, and so on. Both Unity and Unreal offer built in VR support, so you can preview your creative works directly in VR!&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19105</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19105"/>
		<updated>2017-01-03T05:46:07Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* Unreleased, but preliminary development possible: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Gear VR]]&#039;&#039;&#039;, $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* &#039;&#039;&#039;[[Google Cardboard]]&#039;&#039;&#039;, available as cheap as free&lt;br /&gt;
&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Mozilla A-Frame]]&#039;&#039;&#039; is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* &#039;&#039;&#039;[[Vizor]]&#039;&#039;&#039; is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* &#039;&#039;&#039;[[Responsive WebVR]]&#039;&#039;&#039; is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* &#039;&#039;&#039;[[Google Daydream]]&#039;&#039;&#039; - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* &#039;&#039;&#039;[[OSVR HDK 2]]&#039;&#039;&#039;, $399 - will be released in July; no announced motion control&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19104</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19104"/>
		<updated>2017-01-03T05:45:10Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* Web VR: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Gear VR]]&#039;&#039;&#039;, $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* &#039;&#039;&#039;[[Google Cardboard]]&#039;&#039;&#039;, available as cheap as free&lt;br /&gt;
&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Mozilla A-Frame]]&#039;&#039;&#039; is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* &#039;&#039;&#039;[[Vizor]]&#039;&#039;&#039; is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* &#039;&#039;&#039;[[Responsive WebVR]]&#039;&#039;&#039; is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* [[Google Daydream]] - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* [[OSVR HDK 2, $399]] - will be released in July; no announced motion control&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19103</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19103"/>
		<updated>2017-01-03T05:44:29Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* Mobile VR: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* &#039;&#039;&#039;[[Gear VR]]&#039;&#039;&#039;, $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* &#039;&#039;&#039;[[Google Cardboard]]&#039;&#039;&#039;, available as cheap as free&lt;br /&gt;
&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* [[Mozilla A-Frame]] is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* [[Vizor]] is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* [[Responsive WebVR]] is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* [[Google Daydream]] - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* [[OSVR HDK 2, $399]] - will be released in July; no announced motion control&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19102</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19102"/>
		<updated>2017-01-03T05:44:03Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* Computer VR: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* &#039;&#039;&#039;[[HTC Vive]]&#039;&#039;&#039;, $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*&#039;&#039;&#039;[[OSVR HDK 1.4]]&#039;&#039;&#039;, $299 - no motion control&lt;br /&gt;
*&#039;&#039;&#039;[[Razer Hydra]]&#039;&#039;&#039;, $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* [[Gear VR]], $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* [[Google Cardboard]], available as cheap as free&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* [[Mozilla A-Frame]] is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* [[Vizor]] is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* [[Responsive WebVR]] is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* [[Google Daydream]] - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* [[OSVR HDK 2, $399]] - will be released in July; no announced motion control&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19099</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19099"/>
		<updated>2017-01-03T05:41:15Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;br /&gt;
This page serves as a jumping-off point for new developers to find any resources they might need along their path to learning to make virtual reality experiences.&lt;br /&gt;
==1. Learn about the hardware==&lt;br /&gt;
Ask yourself: do you want to develop for a computer-driven headset like the Vive, or are you more interested in mobile applications such as GearVR or Google Cardboard? If you don&#039;t already own your hardware of choice, do some reasearch and think about what would be best for both your target market and most practical to develop on. If your idea requires motion controls or high-end graphics, stick to computer-driven VR. A list of currently available hardware that is supported by Unity, Unreal, and VR web implementations:&lt;br /&gt;
===Computer VR:===&lt;br /&gt;
* [[HTC Vive]], $799 - motion controllers ship with product. iFixIt will show you [[what it looks like]] when you take it apart.&lt;br /&gt;
** [[VR Dev School&#039;s Vive Mini Course]]&lt;br /&gt;
* [[Oculus Rift]], $599 - motion controllers won&#039;t be available until fall. iFixIt [[has also autopsied a Rift]].&lt;br /&gt;
**[[Oculus Documentation Pages]]&lt;br /&gt;
**[[Oculus Rift in Action]], a blog about designing for the Rift&lt;br /&gt;
*[[OSVR HDK 1.4]], $299 - no motion control&lt;br /&gt;
*[[Razer Hydra]], $599 - general-purpose wired motion tracking controller for PC&lt;br /&gt;
===Mobile VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* [[Gear VR]], $99&lt;br /&gt;
** [[VR Dev School&#039;s Gear VR Mini Course for Unity]]&lt;br /&gt;
** [[Fuseman&#039;s Introduction to Gear VR development in UE4]]&lt;br /&gt;
** [[E4 Developer Livestream: Up and Running with Gear VR]]&lt;br /&gt;
* [[Google Cardboard]], available as cheap as free&lt;br /&gt;
===Web VR:=== &lt;br /&gt;
(can use a smartphone as HMD)&lt;br /&gt;
* [[Mozilla A-Frame]] is a markup language (as are HTML and XML) for making cross-platform VR software. To see it in action, visit their site on your smartphone, turn off orientation lock, and press the VR button that appears.&lt;br /&gt;
* [[Vizor]] is a web app that allows you to construct 3D scenes and view them across numerous platforms, including from mobile devices. Although it isn&#039;t as powerful as a game engine or open-source web platform, it is very straightforward and a great way to start creating in VR without an expensive headset. The [[Vizor blog]] has several tutorial posts.&lt;br /&gt;
* [[Responsive WebVR]] is a cross-platform, web-based VR platform [[available for modification on GitHub]]. You&#039;ll probably want to brush up on [[Three.js]].&lt;br /&gt;
===Unreleased, but preliminary development possible:===&lt;br /&gt;
* [[Google Daydream]] - unavailable but supported by UE4 now, Unity support coming in the summer&lt;br /&gt;
* [[OSVR HDK 2, $399]] - will be released in July; no announced motion control&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19098</id>
		<title>How to get started in VR development</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_get_started_in_VR_development&amp;diff=19098"/>
		<updated>2017-01-03T05:29:14Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;=Beginner&amp;#039;s Guide to Learning VR Dev=&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Beginner&#039;s Guide to Learning VR Dev=&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Holosphere&amp;diff=18997</id>
		<title>Holosphere</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Holosphere&amp;diff=18997"/>
		<updated>2016-12-29T06:53:02Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image={{#ev:youtube|oSP5sjg9TIs|300|right|Holosphere demonstration}} |Type=Seated, Standing, Room-scale |Required Devices=??? |Descr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image={{#ev:youtube|oSP5sjg9TIs|300|right|Holosphere demonstration}}&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=No nausea&lt;br /&gt;
|Cons=Geodesic sphere appears when moving / rotating&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Holosphere]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Created by Tomáš ‘Frooxius’ Mariančík, the developer of [[Sightline: The Chair]] and [[World of Comenius]], Holosphere is a VR locomotion method that does not induce nausea. In Holopshere, whenever you move or rotate, a geodesic sphere appears around your entire view point and blurs everything else in the environment. The geodesic sphere disappears when you stop moving or rotating. This action gives the user a fixed view point and the user&#039;s brain a consistent frame of reference. It relaxes the disconnect between the sensations of movement perceived by the brain and the lack of it felt by the body.&amp;lt;ref&amp;gt;https://www.reddit.com/r/oculus/comments/3wk3by/presenting_the_holosphere_locomotion_method_demo/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Snap_N%27Motion&amp;diff=18996</id>
		<title>Snap N&#039;Motion</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Snap_N%27Motion&amp;diff=18996"/>
		<updated>2016-12-29T06:50:14Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image={{#ev:youtube|QxNfZh-bCN8|300|right|Snap N&amp;#039;Motion demonstration}} |Type=Seated, Standing, Room-scale |Required Devices=??? |De...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image={{#ev:youtube|QxNfZh-bCN8|300|right|Snap N&#039;Motion demonstration}}&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=Room-scale VR experience with limited physical space.&lt;br /&gt;
|Cons=Constantly changing directions can be disorientating and unnatural.&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Snap N&#039;Motion]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Snap N&#039;Motion allows the user to travel long distances in VR with very small play space in real life. When the player is about to hit a wall in real life, the character in VR instantly turns 180 degrees (face backwards). It forces the player to turn around in real life in order to move forward again. Additional orientation walls in VR helps to guide the player.&lt;br /&gt;
*It is more a room-scale VR experience.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Tunneling&amp;diff=18995</id>
		<title>Tunneling</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Tunneling&amp;diff=18995"/>
		<updated>2016-12-29T06:46:38Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image={{#ev:youtube|lKnM5gC-XpY|300|right|Tunneling demonstration}} |Type=Seated, Standing, Room-scale |Required Devices=??? |Descri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image={{#ev:youtube|lKnM5gC-XpY|300|right|Tunneling demonstration}}&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=???&lt;br /&gt;
|Cons=???&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Tunneling]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
This experimental technique is called Tunneling (because of its similarity to &amp;quot;tunnel vision&amp;quot;) is an attempt to marry the strengths of both continuous and instantaneous locomotion. The idea is to confine controller induced [[vection]] to only a small central region of the view. This little face-locked viewport (&amp;quot;tunnel&amp;quot;) displays continuous motion and allows the user to steer the player just like they normally would in an FPS-style game. Meanwhile, the peripheral view remains at the point of origin, so there is no controller-induced vection in the periphery. This allows the user to feel grounded and motionless while simultaneously steering the player with the first-person viewport. After the movement is complete, the periphery automatically snaps to the new player position, but the snap feels seamless because there is no disruption in the forward view. It simply expands to fully engulf the user.&amp;lt;ref name=&amp;quot;tunneling&amp;quot;&amp;gt;http://www.mtbs3d.com/phpBB/viewtopic.php?f=138&amp;amp;t=21585&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So how does it feel? Not too bad in my opinion. The visuals can be slightly confusing if you are not prepared for it or if you pay attention to the periphery. But when you become engaged in the center view, the sides fade away from your attention - just as the &amp;quot;tunnel-vision&amp;quot; namesake suggests, and controlling the character feels as natural as any FPS. Once you stop to get your bearings, the periphery snaps to your location affording you a fully immersive view exactly when you need it. It&#039;s a pretty good compromise, or as one of my colleagues put it ... &amp;quot;hey you know, this doesn&#039;t completely suck.&amp;quot; Which is about all you can hope for when dealing with the intractable problem of VR locomotion.&amp;lt;ref name=&amp;quot;tunneling&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The technique is scalable. You can increase or decrease the size of the tunnel view to increase or decrease vection - although in practice once the view gets too small it&#039;s a bit unusable for navigation.&amp;lt;ref name=&amp;quot;tunneling&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*There is a potentially big rendering penalty. In the naive implementation you have to render two completely different views and composite them. However the lower FOV of the center view makes it less costly to render. Low resolution rendering of the periphery is an obvious optimization that should be considered. For an extreme optimization it might be possible to render the periphery monoscopically or simply as a cube map - although those techniques have potential downside in terms of incorrect parallax.&amp;lt;ref name=&amp;quot;tunneling&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Cloudstep&amp;diff=18994</id>
		<title>Cloudstep</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Cloudstep&amp;diff=18994"/>
		<updated>2016-12-29T06:41:12Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image={{#ev:youtube|bsu8zjcTEH4|300|left|Cloudstep demonstration}}{{#ev:youtube|vVVdoquKhO8|300|right|Cloudstep explanation}}&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=Reduces simulator sickness and improve player comfort&lt;br /&gt;
|Cons=???&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Cloudstep]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Created by [[IrisVR]] and [[VR Bits]], [[Cloudstep]] is a zero [[vection]], first person locomotion method originally developed for [[Technolust]]. Using the analog stick from a gamepad, players will move in that direction in discreet steps, similar to miniature [[#Teleportation|teleportations]]. This method removes all vection, hence eliminating [[simulator sickness]] with first person locomotion. Vection is the enemy of VR. As Amity explains in the clip below, when your see the world move around you and you don&#039;t feel the Gs, your brain thinks you&#039;re poisoned.&lt;br /&gt;
&lt;br /&gt;
*Cloudstep is designed for a [[#Sitting|sitting]] playing experience.&lt;br /&gt;
&lt;br /&gt;
Cloudstep also gives the game a very cool feel. Sort of like an oldschool dungeon crawler. Cloudstep is toggleable. We found that people don’t really care about how they get from one place to another in VR, as long as it doesn’t make them sick doing so. With the [[CV1]]’s [[constellation|360 tracking]], its very comfortable to move around with Cloudstep whilst standing, rotate with your body and explore the area you are presently in to it’s fullest by walking a few steps around, crouching and leaning.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Cloudstep&amp;diff=18993</id>
		<title>Cloudstep</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Cloudstep&amp;diff=18993"/>
		<updated>2016-12-29T06:40:13Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image={{#ev:youtube|bsu8zjcTEH4|300|left|Cloudstep demonstration}} {{#ev:youtube|vVVdoquKhO8|300|right|Cloudstep explanation}} |Type=Seated,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image={{#ev:youtube|bsu8zjcTEH4|300|left|Cloudstep demonstration}} {{#ev:youtube|vVVdoquKhO8|300|right|Cloudstep explanation}}&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=Reduces simulator sickness and improve player comfort&lt;br /&gt;
|Cons=???&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Cloudstep]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Created by [[IrisVR]] and [[VR Bits]], [[Cloudstep]] is a zero [[vection]], first person locomotion method originally developed for [[Technolust]]. Using the analog stick from a gamepad, players will move in that direction in discreet steps, similar to miniature [[#Teleportation|teleportations]]. This method removes all vection, hence eliminating [[simulator sickness]] with first person locomotion. Vection is the enemy of VR. As Amity explains in the clip below, when your see the world move around you and you don&#039;t feel the Gs, your brain thinks you&#039;re poisoned.&lt;br /&gt;
&lt;br /&gt;
*Cloudstep is designed for a [[#Sitting|sitting]] playing experience.&lt;br /&gt;
&lt;br /&gt;
Cloudstep also gives the game a very cool feel. Sort of like an oldschool dungeon crawler. Cloudstep is toggleable. We found that people don’t really care about how they get from one place to another in VR, as long as it doesn’t make them sick doing so. With the [[CV1]]’s [[constellation|360 tracking]], its very comfortable to move around with Cloudstep whilst standing, rotate with your body and explore the area you are presently in to it’s fullest by walking a few steps around, crouching and leaning.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Blink&amp;diff=18992</id>
		<title>Blink</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Blink&amp;diff=18992"/>
		<updated>2016-12-29T06:34:53Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image={{#ev:youtube|DwZt2jRE8PY|300|right|Blink demonstration and explanation}} |Type=Seated, Standing, Room-scale |Required Devices...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image={{#ev:youtube|DwZt2jRE8PY|300|right|Blink demonstration and explanation}}&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=Reduce simulator sickness, allows for the scaling of play space sizes&lt;br /&gt;
|Cons=???&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Blink]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Created by [[Cloudhead Games]], [[Blink]] is a innovative locomotion method originally developed by [[The Gallery]]. Designed to eliminate [[simulator sickness]] and operate in various play space sizes, Blink builds upon the [[#Teleportation|teleportation method]]. Blink is divided into 3 types of movements: Cinematic Blink, Precision Blink and Volume Blink. Cinematic Blink allows players to look at a location then press a button on the controller to travel there. Precision Blink allows players to display a marker at their destination. Players can use the marker to teleport to a specific location. Volume Blink adds to the previous 2 systems. It uses a marker and a square / circular border that shows not only the destination but also the amount of space players can walk around in after teleporting.&lt;br /&gt;
&lt;br /&gt;
*Blink is designed for a [[#Standing|standing]] playing experience.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Real_world_space&amp;diff=18991</id>
		<title>Real world space</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Real_world_space&amp;diff=18991"/>
		<updated>2016-12-29T06:30:30Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image=??? |Type=Seated, Standing, Room-scale |Required Devices=??? |Description=?? |Pros=Very realistic and immersive |Cons=Cannot f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image=???&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=??&lt;br /&gt;
|Pros=Very realistic and immersive&lt;br /&gt;
|Cons=Cannot function with large movements, only works in small spaces, spaces have to be designed for physical movement&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Real world space]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
For standing / room scale VR only. Users move in real world spaces. This limits the distance of users&#039; movement because the tracked / available spaces are often quite small. It can be used in conjunction with [[teleportation]] to extend the movable space&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Third-person&amp;diff=18990</id>
		<title>Third-person</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Third-person&amp;diff=18990"/>
		<updated>2016-12-29T06:27:35Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image=??? |Type=Seated, Standing, Room-scale |Required Devices=??? |Description=??? |Pros=??? |Cons=Less immersive? |Examples= |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image=???&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=???&lt;br /&gt;
|Cons=Less [[immersive]]?&lt;br /&gt;
|Examples=&lt;br /&gt;
|Creator=&lt;br /&gt;
}}&lt;br /&gt;
[[Third-person]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
In Third-person VR platformers such as Lucky&#039;s Tale, player&#039;s POV trail comfortably behind their character. Most of third-person games play well with gamepads as input methods.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Pull&amp;diff=18989</id>
		<title>Pull</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Pull&amp;diff=18989"/>
		<updated>2016-12-29T06:23:01Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image=??? |Type=Seated, Standing, Room-scale |Required Devices=??? |Description=??? |Pros=Makes you feel a bit like superman. |Cons=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image=???&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=Makes you feel a bit like superman.&lt;br /&gt;
|Cons=Feels super awkward, does not work well in multiplayer.&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Pull]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Pulling the environment around you with your hands.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Astral_body&amp;diff=18988</id>
		<title>Astral body</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Astral_body&amp;diff=18988"/>
		<updated>2016-12-29T06:20:41Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image=??? |Type=Seated, Standing, Room-scale |Required Devices=??? |Description=??? |Pros=Easy to navigate and interact, clean |Cons...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image=???&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=Easy to navigate and interact, clean&lt;br /&gt;
|Cons=[[Immersion]] breaking for some&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Astral body]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
First person when you need to interact with the environment. Third person when you need to run around in the environment. Similar to a out of body experience, your camera gets pulled out to third person when you need to navigate but you may fly back into your body when you need to interact or socialize.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Flight&amp;diff=18987</id>
		<title>Flight</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Flight&amp;diff=18987"/>
		<updated>2016-12-29T06:18:24Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image={{#ev:youtube|PoxTdZ0AO34|300|right|Flight demonstration}} |Type=Seated, Standing, Room-scale |Required Devices=??? |Descripti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image={{#ev:youtube|PoxTdZ0AO34|300|right|Flight demonstration}}&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=???&lt;br /&gt;
|Cons=???&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Flight]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
You fly through the air with gaze as directional input. [[Ubisoft]]&#039;s [[Eagle Flight]] is one of the first games to implement this method.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Cockpit_/_Vehicle&amp;diff=18986</id>
		<title>Cockpit / Vehicle</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Cockpit_/_Vehicle&amp;diff=18986"/>
		<updated>2016-12-29T06:15:05Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image=??? |Type=Seated, Standing, Room-scale |Required Devices=??? |Description=??? |Pros=??? |Cons=only applicable in certain situa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image=???&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=???&lt;br /&gt;
|Cons=only applicable in certain situations such as Driving, Spacecraft and Mech games.&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Cockpit / Vehicle]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Hope your game calls for it, having a cockpit or vehicle around the player can help prevent simulator sickness bu only if its a driving factor in terms of core mechanics. Having a frame, rollcage or cockpit helps most people feel as though they have a stable environment within which they are riding in and traveling around with.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Omnidirectional_elevator&amp;diff=18985</id>
		<title>Omnidirectional elevator</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Omnidirectional_elevator&amp;diff=18985"/>
		<updated>2016-12-29T06:11:28Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image=??? |Type=Seated, Standing, Room-scale |Required Devices=??? |Description=??? |Pros=Fun, simple, not exhausting |Cons=Picky pe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image=???&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=Fun, simple, not exhausting&lt;br /&gt;
|Cons=Picky people will claim it makes them feel sick. Players are locked to their elevator.&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Omnidirectional elevator]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Get this, its an elevator that can go in All directions! Not just up or down, this thing goes wherever you want, but don&#039;t rotate it around or players will get terribly sick.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Teleportation&amp;diff=18984</id>
		<title>Teleportation</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Teleportation&amp;diff=18984"/>
		<updated>2016-12-29T06:07:48Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image=???&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=???&lt;br /&gt;
|Description=???&lt;br /&gt;
|Pros=Intuitive, understandable, simple&lt;br /&gt;
|Cons=Exhausting, confusing in move from point A-B puzzle games.&lt;br /&gt;
|Examples=???&lt;br /&gt;
|Creator=???&lt;br /&gt;
}}&lt;br /&gt;
[[Teleportation]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
No need to call it anything fancy. This method of locomotion is pretty simple and obvious. Look or point in the direction you want to go and click a button to warp. Screen fades to black if you are more concerned with keeping players from getting sick than you are with frustrating them with slow navigation!&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Teleportation&amp;diff=18983</id>
		<title>Teleportation</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Teleportation&amp;diff=18983"/>
		<updated>2016-12-29T06:04:07Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=&lt;br /&gt;
|Description=&lt;br /&gt;
|Pros=Intuitive, understandable, simple&lt;br /&gt;
|Cons=Exhausting, confusing in move from point A-B puzzle games.&lt;br /&gt;
|Examples=&lt;br /&gt;
|Creator=&lt;br /&gt;
}}&lt;br /&gt;
[[Teleportation]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
No need to call it anything fancy. This method of locomotion is pretty simple and obvious. Look or point in the direction you want to go and click a button to warp. Screen fades to black if you are more concerned with keeping players from getting sick than you are with frustrating them with slow navigation!&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Teleportation&amp;diff=18982</id>
		<title>Teleportation</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Teleportation&amp;diff=18982"/>
		<updated>2016-12-29T06:02:33Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=&lt;br /&gt;
|Description=&lt;br /&gt;
|Pros=Intuitive, understandable, simple&lt;br /&gt;
|Cons=Exhausting, confusing in move from point A-B puzzle games.&lt;br /&gt;
|Examples=&lt;br /&gt;
|Creator=&lt;br /&gt;
}}&lt;br /&gt;
[[Teleportation]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Teleportation&amp;diff=18981</id>
		<title>Teleportation</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Teleportation&amp;diff=18981"/>
		<updated>2016-12-29T06:01:22Z</updated>

		<summary type="html">&lt;p&gt;Bnx2212: Created page with &amp;quot;{{stub}} {{Locomotion Infobox |image={{#ev:youtube|ze-ligtQohI|350}} |Type=Seated, Standing, Room-scale |Required Devices= |Description= |Pros=Intuitive, understan...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Locomotion Infobox&lt;br /&gt;
|image={{#ev:youtube|ze-ligtQohI|350}}&lt;br /&gt;
|Type=[[Seated]], [[Standing]], [[Room-scale]]&lt;br /&gt;
|Required Devices=&lt;br /&gt;
|Description=&lt;br /&gt;
|Pros=Intuitive, understandable, simple&lt;br /&gt;
|Cons=Exhausting, confusing in move from point A-B puzzle games.&lt;br /&gt;
|Examples=&lt;br /&gt;
|Creator=&lt;br /&gt;
}}&lt;br /&gt;
[[Teleportation]] is a [[Locomotion Method]].&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion Methods]]&lt;/div&gt;</summary>
		<author><name>Bnx2212</name></author>
	</entry>
</feed>