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

Adding a VR input module


There are plenty of similarities between traditional game development and VR game development, but UI input isn't one of them. Most game input relies on screen bounds to position UI elements and capture mouse coordinates, but in VR, the "screen" is all around you, and the added depth gives you an entire new dimension to work with.

With that in mind, it takes a little extra work to define constraints that allow input to work in VR. In this section, we'll add a new input module to our player that will let them send messages to Unity's UI system.

Expand your OVRPlayerController object in the hierarchy and find the CenterEyeAnchor object inside of the OVRCameraRig child. Create a new Camera object as a child of CenterEyeAnchor and name it UICamera:

Highlight the new camera in the Inspector panel and set the Culling Mask property to Nothing. Also, remove the AudioListener component from the camera by right-clicking on it and selecting Remove Component. Finally, set the...