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

Creating a networked game


The first thing you'll need to facilitate your networked game is a NetworkManager component. This component handles most of the functionality associated with multiplayer settings and states, including connecting, disconnecting, hosting, joining, and spawning.

Create a new empty object in your lobby scene and name it NetworkManager. Add a NetworkManager component to it in Inspector:

Ensure that the first property, labeled Dont Destroy On Load, is checked. This property prevents the object that this component is attached to from being removed between scenes, so it will still be present in your game even if you switch to a completely different scene (that is, one of the maps). This will make it easier for us to enter a new scene and still have access to the NetworkManager component's information, and we can use it when the match is over to return to the original scene.

Notice the two fields labeled Offline Scene and Online Scene. The Offline Scene is the scene loaded...