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        <title><![CDATA[Stories by RAJAT SINGH on Medium]]></title>
        <description><![CDATA[Stories by RAJAT SINGH on Medium]]></description>
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            <title>Stories by RAJAT SINGH on Medium</title>
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            <title><![CDATA[ENVIRONMENT TOUR VIRTUAL REALITY APPLICATION]]></title>
            <link>https://medium.com/@rajat.s15/environment-tour-virtual-reality-application-f31c237b3837?source=rss-39088e98a186------2</link>
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            <category><![CDATA[computer-graphics]]></category>
            <category><![CDATA[google-vr]]></category>
            <category><![CDATA[android]]></category>
            <category><![CDATA[virtual-reality]]></category>
            <category><![CDATA[unity]]></category>
            <dc:creator><![CDATA[RAJAT SINGH]]></dc:creator>
            <pubDate>Fri, 13 Dec 2019 14:18:56 GMT</pubDate>
            <atom:updated>2019-12-13T14:19:31.490Z</atom:updated>
            <content:encoded><![CDATA[<p>This project was developed under the guidance of Dr. Prof. Prerna Mukherjee.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*sOF6SaJQFVyFV9T61Gw2kA.jpeg" /></figure><p>Pre-requisite:</p><ol><li>Unity 2019.3.0f1</li><li>Google VR SDK</li></ol><p>So, the very first step to creating a VR app is to set up an environment that could be a plain, terrain, etc. In this post, I will quickly guide you to how to create an environment using free assets of the Unity asset store. For this application, download and Import <strong>NatureStarterKit2 </strong>into your project from the asset store. At the same time, also import the gvr-sdk package for unity. After that, your project directory would look like this:</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/591/1*OA3s9WI5P9TzqxBiSFLIyQ.png" /></figure><p>For this post, I will be using Demo Scene of <strong>NatureStarterKit2</strong> in the given directory <strong>NatureStarterKit2&gt;&gt;Scene&gt;&gt;Demo</strong></p><p>Within the Demo Scene, you will find two terrains i.e. one with the bigger area and other with a smaller area. So delete the larger terrain for this project. Now, this would be our testing environment.</p><p>Another step would be to include <strong>GvrEditorEmulator</strong> and <strong>GvrEventSystem</strong> into the Demo scene. After that, create an empty Object named <strong>Player</strong> and move the Main Camera into the Player object. Within the Main Camera include <strong>GvrReticlePointer.</strong> Now, the hierarchy would be as shown below:</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/233/1*F-R_vDt8VPdKRSNj6eBIbA.png" /></figure><p>In the Main Camera, add a component named <strong>GvrPointerPhysicsRaycaster.</strong> For the Player, add a <strong>Character Controller</strong> component (would help in navigating the environment)and a script named <strong>LookWalk.cs.</strong></p><figure><img alt="" src="https://cdn-images-1.medium.com/max/277/1*qjxeth7h1Qf7ZuvIeAZEUA.png" /></figure><p><strong>LookWalk.cs</strong> script would like this:</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/701/1*WdaAw1nZo7KfPcKGFtucnQ.png" /></figure><p>In this script, Player movement gets triggered only when <strong>eulerAngles.x</strong> is between 30 and 90 degrees. Then, <strong>forward</strong> variable stores the Direction in which player has to move and using <strong>SimpleMove()</strong> method, we move the player in the specified direction with defined speed.</p><p>Now, we need to set the boundaries for Player’s movement. This would be achieved using <strong>Box Collider.</strong> So, we created the boundaries around the terrain to restrict the horizontal motion and in order to restrict the vertical motion, we create a boundary plane at the same level as terrain. By doing such, Player won’t be lost while navigating.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/326/1*ucCWov_jZNbl5G4_mYM2Ng.png" /><figcaption>In the figure, boundary like structure can be seen around the terrain.</figcaption></figure><p>There are total of five <strong>Box Collider</strong> components around the terrain i.e four around the terrain boundaries and one below the terrain plane.</p><p>Now we are done with the preparations for building a VR app for Android. To do so, we need to configure <strong>Build Settings</strong> in <strong>File</strong> menu. Follow these steps to build an android package(apk):</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/635/1*4uqAs4otMxJhogdtMNy9Wg.png" /></figure><ol><li>Switch Platform to Android</li><li>In Player Setting, within the <strong>XR Settings</strong> check the <strong>Virtual Reality Supported</strong> Option and add <strong>VR SDK</strong> as <strong>Cardboard.</strong></li></ol><p>At the Build Settings Popup, select <strong>(Build and Run</strong> or <strong>Build)</strong> and we are good to go.</p><p>Given below is the demo of how the app looks and works.</p><p><a href="https://drive.google.com/open?id=14s_RPsAYhPRrSJ1OMY7XcGmYLImpYwkS">DEMO_TOUR.mp4</a></p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=f31c237b3837" width="1" height="1" alt="">]]></content:encoded>
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