Welcome to Mastering Oculus Rift Development! With this book, you'll learn the fundamentals of creating complete virtual reality experiences for the Oculus Rift VR headset using the Unity3D game engine. Each chapter will guide new and experienced developers alike in building and expanding a project with basic gameplay, spatialized audio, and networked matchmaking. It also covers in-depth optimization and the process of publishing your game, ensuring you have everything you need to release a polished experience.
Chapter 1, Exploring a New Reality with the Oculus Rift, briefly outlines the basics of virtual reality and guides the user through getting set up with their Rift.
Chapter 2, Stepping into Virtual Reality, introduces the reader to the Unity3D game engine and implementing simple navigation in a new VR project.
Chapter 3, Improving Performance and Avoiding Discomfort, explains the importance of avoiding VR sickness by ensuring the game is optimized and always running smoothly.
Chapter 4, Interacting with Virtual Worlds, covers how to handle interaction and different input devices in Unity, including the controller and remote that ship with the Oculus Rift.
Chapter 5, Establishing Presence, teaches the reader about several factors that make VR experiences immersive and interesting, including 3D environments, particle effects, and interactive objects.
Chapter 6, Adding Depth and Intuition to a User Interface, guides the reader through setting up a user interface (UI) in VR and explains what makes it different from conventional game UIs.
Chapter 7, Hearing and Believing with 3D Audio, introduces the reader to the concept of spatialized audio and its importance in establishing presence and scale in any VR world.
Chapter 8, Adding Tone and Realism with Graphics, provides a detailed overview of rendering the pipelines and shaders that help establish both realism and artistic flair.
Chapter 9, Bringing Players Together in VR, teaches the reader how to create networked games and interact with other players in VR over the Web.
Chapter 10, Publishing on the Oculus Store, outlines all of the steps involved in packaging a VR game and publishing it on the Oculus Store for the world to download and play.
The following software is recommended for use with this book:
Unity 5.4.0
CrazyBump 1.22
We will also need the following hardware:
Oculus Rift CV1
Xbox controller and Oculus remote (included with Rift)
Make sure you also have the following:
Internet connection
Windows 7+
This book is for aspiring indie developers and VR enthusiasts who want to bring their ideas into virtual reality with a new platform that provides an unprecedented level of realism and immersion.
In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "Create a folder called Scripts
to put your game's code in."
A block of code is set as follows:
void Update() { if(Input.GetKeyDown(KeyCode.Space)) { Teleport(); } }
New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Expand the Horizontal tab to view its preset configuration."
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