Book Image

Mastering Oculus Rift Development

By : Jack Donovan
Book Image

Mastering Oculus Rift Development

By: Jack Donovan

Overview of this book

Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you’ll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you’ll have everything you need to bring your ideas into a new reality.
Table of Contents (17 chapters)
Mastering Oculus Rift Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Displaying dynamic detail with LODs


An LOD chain is simply a collection of versions of a single mesh, all optimized to be viewed at different distances. If the player is far away from the mesh, it can be rendered using the mesh with the smallest level of detail because the player can't see details from far away anyway. As the player gets closer, the LOD chain replaces the mesh with others in the chain that get progressively more detailed.

To see this technique in action, we'll tweak some Simplygon settings that will enable us to write out several different LODs in a chain at one time.

Delete your old compressed StanfordBunny mesh, leaving just the original behind. Reselect the original in your Hierarchy and go back to the Simplygon menu, but select the Advanced Settings tab instead of the Quick Start tab this time.

Under the LOD Chain Settings menu, you'll see a property called #LODs, which tells Simplygon how many different levels of detail to render. Set this value to 4 and press Enter, and...