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

Chapter 5.  Establishing Presence

Up until this point, we've been designing several discrete systems in VR for every aspect of our game, including input mechanics, gameplay scripts, and simple objects. However, we're still missing a real environment to lend a sense of presence to the experience.

Presence can't be defined as easily as a number of singular technical components. It's a combination of several things, some blatant and some subtle, that all contribute to a player's feeling of immersion in a space. This includes the visible game world, lighting, interaction between the player and the world, and a feeling of context or purpose that gives the player the feeling like they belong there. In this chapter, we'll undertake the sizable task of making our audience feel at home in our game like they are part of a world, not just part of a simulation.

This chapter will cover the following topics:

  • Setting up the game environment

  • Accentuating depth with particle effects

  • Customizing the skybox

  • Enabling...