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

Tying together the multiplayer lobby


Create a copy of your CreateCanvas and disable the original in the Inspector to hide it for now. Remove all of the buttons and images from the canvas, except the START button, so that you're left with a mostly empty menu, as shown in the following screenshot:

Rename the START button to BACK and change its text to BACK to match. Create a new Button object within the JoinCanvas and set Width to 350, Height to 30, and Scale to 0.01. Give it the same styling and font as the other buttons, but remove the text for now. Duplicate the button three times and arrange the four in a list, naming them Match1, Match2, Match3, and Match4 in Inspector. They should look something like the following on the canvas:

These four buttons will represent up to four matches returned by the matchmaking system. They'll display the level name and the current number of players in the match using the button's text field, which the NetworkGameManager script will update.

We'll need...