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 9. Bringing Players Together in VR

VR can be a lonely place. It might not seem like it at first, but it's more isolating than any other medium because it monopolizes your senses, attention, and ultimately your reality. That's why multiplayer experiences are so impactful in virtual reality, because you've been transported somewhere else with other real people that you can share the experience with.

In this chapter, we'll dive into the technology and techniques that make multiplayer experiences possible. In doing so, we'll bring other players into the arena and set the stage for a team-based competition that includes all of the features and mechanics you've designed throughout this book.

This chapter will cover the following topics:

  • Creating a lobby space for joining matches

  • Creating a networked game

  • Using Unity's matchmaker system

  • Synchronizing data in multiplayer matches