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

Implementing gameplay around input


The controls to your game are the crux of your player's experience, so it's important to make each action feel like it impacts the game in a meaningful way. A control scheme that includes jumping wouldn't suit a level with no obstacles to jump over, and a control scheme that includes shooting won't do if there's nothing to shoot at.

In this section, we'll create some targets for the firing mechanic you created in the previous section, and the objectives of our game will start to take form (as will our level's environment).

Creating a target dummy

Eventually, the targets in our game will be other real players when we implement online multiplayer later in this book, but for now, we'll just implement a target dummy to test our mechanics.

Create a new Cylinder object from the Create menu in your Hierarchy window and position it on the floor at the origin of your scene. Center the scene view on it and then create a new Sphere object, positioning it directly on the...