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

Preface

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. 

What this book covers

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.

What you need for this book

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+

Who this book is for

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.

Conventions

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."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

Reader feedback

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Customer support

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Downloading the example code

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The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Mastering-Oculus-Rift-Development. We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Downloading the color images of this book 

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Errata

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Questions

If you have a problem with any aspect of this book, you can contact us at [email protected], and we will do our best to address the problem.