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

Summary


In this section, we tackled the massive task of adding networked game support to our project. While a lot of features were simplified or pared down for the purposes of technicality, the project now contains a sample of several different techniques that work together to make up a full networked game flow.

We began by exploring the network manager and tying it to a lobby space by allowing players to create or join games with a UI interface. Once we did that, we moved onto syncing data within the actual games.

Syncing data can be as simple as NetworkTransform components, which constantly sync the transform of an object across every player on the network, or as complex as server-only or client-only functions that propagate messages to other players to ensure consistency in the world; as you build out your own games, you'll develop an instinct for when to use which method when.

In the next and final section, we'll go through the final motions of every game project, from packaging it up to...