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

Enabling player interaction with the world


Right now, our environment completely lacks interaction. Our player can move around it, but there's nothing to do; there's no particular reason to be anywhere on the map. In this section, we'll create a dynamic wall system that players can interact with in order to add some strategic diversity to the map.

Creating the dynamic wall prefab

First, we'll create a prefab for a dynamic wall that players can activate to raise or lower a wall section in the level. For now, we'll make this prefab out of primitive shapes, but we'll structure it in a way that could easily be swapped out with complex models later.

Create a new cube in your scene and set its X, Y, and Z scale to be 8, 0.5, and 1, respectively. Name it DynamicWallBase. This will serve as the base of the dynamic wall that the player interacts with to raise or lower the section.

Next, we'll create the wall section, which is the part we'll eventually animate in code. Create another cube named DynamicWallSection...