This week was lectures 55 through 79 which covered topics such as spatial audio, tile based terrain, procedural terrain, infinitely generating terrain, and using maths to make nicer feeling random values.

Above is a gif of my first test within google cardboard from unity. It was pretty cool to finally understand what the bare minimums for getting the viewer going were. We were told that in Unity 5.6 Google Cardboard is much more seamless and requires less setup for at least the basic viewport. However you apparently still need to import the SDK for things like spatial audio to be handled for you.

The project that we are using to develop for VR in is a sort of VR version of Frogger. This gif is from before we implemented a bell curve to the randomness, here it is linear and so the cars/trucks come at a sort of crazy rate.
Thanks to a suggestion from a friend, Joviex, I am also going to deviate a bit from the instructions and scale down the vehicles a bit so that they aren't passing within inches of colliding. That way we don't give the drivers too much stress~

As I write this, it is the 10th and I've actually lost my Saturday and Sunday to playing Endless Sky so hopefully next update is not light but either way I'll keep plugging along.