{"id":148,"date":"2018-02-10T12:27:34","date_gmt":"2018-02-10T19:27:34","guid":{"rendered":"https:\/\/blogs.ubc.ca\/openarchiv\/?p=148"},"modified":"2018-04-03T01:40:50","modified_gmt":"2018-04-03T08:40:50","slug":"gear","status":"publish","type":"post","link":"https:\/\/blogs.ubc.ca\/openarchiv\/gear\/","title":{"rendered":"Gear"},"content":{"rendered":"<hr \/>\n<p>Not the most exciting of topics, but just to give a general sense of the environment I&#8217;m developing in as a point of reference:<\/p>\n<p><strong>VR Development Platform: <\/strong><a href=\"https:\/\/unity3d.com\/\">Unity<\/a><\/p>\n<p>Though by no means the only way to create VR apps, Unity is a free (provided that your fledgling VR efforts don&#8217;t rake in more than $100,000 in annual revenues) and widely used game development platform with extensive documentation and numerous tutorials available.<\/p>\n<p><strong>VR Build Platform:<\/strong> <a href=\"https:\/\/vr.google.com\/daydream\/\">Google Daydream<\/a> with Daydream View headset and Samsung S8+ phone running Android Nougat 7.0<\/p>\n<p>There&#8217;s a wide variety of headsets, hardware and platforms out there to run VR applications, so I&#8217;ll spare you the gruesome details of how I arrived at my particular configuration of stuff. To summarize, the above platform represents a decision to avoid the expense of the higher-end consumer VR systems while still allowing for greater functionality than the controller-less Google Cardboard. I chose the Samsung phone (as a replacement for my archaic, non-VR compatible iPhone 4) because it works with both Daydream and Samsung&#8217;s Gear VR (as well as Google Cardboard) in case I want to switch things up in the future.<\/p>\n<p><strong>Computer Doing the Grunt Work:<\/strong> Asus laptop running Windows 10 home<\/p>\n<p>Nuthin&#8217; fancy &#8211; I built the prototypes on my 6-month old laptop. I won&#8217;t get into the nitty-gritties of its tech specs (Intel i7-7500U processor, 16GB RAM, etc.) &#8211; the point is that there&#8217;s no need for sophisticated kit to develop in VR.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Not the most exciting of topics, but just to give a general sense of the environment I&#8217;m developing in as a point of reference: VR Development Platform: Unity Though by no means the only way to create VR apps, Unity is a free (provided that your fledgling VR efforts don&#8217;t rake in more than $100,000 [&hellip;]<\/p>\n","protected":false},"author":43676,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[],"class_list":["post-148","post","type-post","status-publish","format-standard","hentry","category-resources"],"_links":{"self":[{"href":"https:\/\/blogs.ubc.ca\/openarchiv\/wp-json\/wp\/v2\/posts\/148","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blogs.ubc.ca\/openarchiv\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blogs.ubc.ca\/openarchiv\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.ubc.ca\/openarchiv\/wp-json\/wp\/v2\/users\/43676"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.ubc.ca\/openarchiv\/wp-json\/wp\/v2\/comments?post=148"}],"version-history":[{"count":5,"href":"https:\/\/blogs.ubc.ca\/openarchiv\/wp-json\/wp\/v2\/posts\/148\/revisions"}],"predecessor-version":[{"id":279,"href":"https:\/\/blogs.ubc.ca\/openarchiv\/wp-json\/wp\/v2\/posts\/148\/revisions\/279"}],"wp:attachment":[{"href":"https:\/\/blogs.ubc.ca\/openarchiv\/wp-json\/wp\/v2\/media?parent=148"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blogs.ubc.ca\/openarchiv\/wp-json\/wp\/v2\/categories?post=148"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blogs.ubc.ca\/openarchiv\/wp-json\/wp\/v2\/tags?post=148"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}