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

Creating custom Unity input axes


So far, you've coded your own input and used predefined axes in Unity's InputManager, but you haven't yet defined your own axis. In this section, we'll do this by adding a new axis called Reset, which we'll tie in with a dummy manager to find all practice dummies in a scene and set all of their nodes back to red.

Open the InputManager again by mousing over Project Settings in the Edit menu and selecting Input. Click on in the Size field directly beneath Axes and add one to the total count; in the following screenshot, we had 26 axes, so we updated it to 27:

Now, scroll to the bottom of the list of axes and you'll see a duplicate of whatever the last axis was at the end of the list. When you create a new input axis, it will automatically be assigned all of the same values that the last one had, but we'll be replacing these values to make it unique.

Expand the final input axis in the list and rename it Reset, as shown in the following screenshot:

For the Positive...