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

Using resources to interact with the environment


For the walls to be toggled on and off, their scripts will have to know their current state. Add the following variable to your DynamicWall class:

public class DynamicWall : MonoBehaviour
{
  [SerializeField]
  private GameObject wallSection;
  public bool isRaised = true;
}

Add a line to the end of MoveSectionDown to set isRaised to false after the wall has been lowered:

public IEnumerator MoveSectionDown()
{
  ...
  isRaised = false;
}

And an opposite line to set it to true at the end of MoveSectionUp:

public IEnumerator MoveSectionUp()
{
  ...
  isRaised = true;
}

Now we can add a call to both of these functions from the player using the OrbManager script. Add a call to a new function called ToggleWall in the Update function when the F key is pressed. Also, define ToggleWall as an empty function after the Update function for now:

void Update()
{
  if(Input.GetKeyDown(KeyCode.F))
  {
    ToggleWall();
  }
}
private void ToggleWall()
{
}

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