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

Summary


You've now worked with basic key-bound input and Unity's built-in input axes and have made your own. Key-bound input is fine for testing and debugging, but you'll thank yourself later if you follow Unity's input pattern (or your own) rigidly.

Unity's input system in particular allows you to check several different buttons or keys with a single input name. This is helpful for avoiding long blocks of code and also allows you to add more input methods later without changing the code.

In this chapter, we started what will eventually become a full game that we build upon in every chapter from here on. It's still small and simple, but we'll add to both our player and the world around them to make it an immersive and fun experience. In the next chapter, we'll add more presence to the game by establishing an actual level environment and tools that the player can pick up and use to augment their experience.