Chapter 4. Going Mobile: Developing for Gear VR
In this chapter, we will learn to develop virtual reality applications for the flagship mobile device on the market today, Samsung’s Gear VR. The ideas we covered in the previous chapter on desktop VR translate directly into programming for mobile, but there are also unique concerns relating to the Android platform used to develop for the Gear VR. Once again, we will use the Unity3D engine to build our examples. But before we get into the details of coding, let’s explore this revolutionary new device.
In partnership with Oculus, Samsung has created a mobile VR solution that combines Oculus optics (the barrel distortion lenses) with new head-tracking technology, placed in a custom headset that houses a smartphone with a high-resolution display. Samsung released an “Innovator Edition” of the Gear VR in late 2014 for the Galaxy Note 4 phone, and another in early 2015 for the S6 line before rolling out a consumer release for S6/S7/Note 5. The Gear VR unit costs US$99.99 and can be purchased through Samsung’s online store. It only works with those phones, so this is not only a potentially pricey option (the phones can cost from US$600–$800 without a two-year plan), but also a restrictive one—at least for now. Still, the Gear VR is the highest-quality mobile VR on the market and provides a wonderful experience.
The Gear VR for S7 phones is depicted in Figure 4-1.
The Gear VR features high-resolution graphics, with a display resolution ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access