Mastering Oculus Rift Development

Explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects
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Mastering Oculus Rift Development

Jack Donovan

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Explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects

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Book Details

ISBN 139781786461155
Paperback306 pages

Book Description

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

Chapter 1: Exploring a New Reality with the Oculus Rift
The concept of VR
Common limitations of VR games
Constellation tracking
Input with controllers, remotes, and more
The importance of frame rate
Asynchronous Timewarp
Installing the Oculus runtime
Summary
Chapter 2: Stepping into Virtual Reality
Getting started with Unity
Incorporating the Oculus Utilities package
Taking your first steps in VR
Enabling interaction with gaze-based mechanics
Building and running your first VR app
Summary
Chapter 3: Improving Performance and Avoiding Discomfort
Using the Unity profiler
Using coroutines to split up complex work
Mesh optimization
Displaying dynamic detail with LODs
Keeping a handle on memory allocation
Object pooling
Summary
Chapter 4: Interacting with Virtual Worlds
Designing basic player input
Implementing gameplay around input
Creating custom Unity input axes
Summary
Chapter 5: Establishing Presence
Setting up the game environment
Accentuating depth with particle effects
Customizing the skybox
Enabling player interaction with the world
Populating the game world with resources
Using resources to interact with the environment
Summary
Chapter 6: Adding Depth and Intuition to a User Interface
Adding a VR input module
Constructing a simple menu
Adding UI elements to the game world
Summary
Chapter 7: Hearing and Believing with 3D Audio
The science of how we hear
Learning the basics of Unity audio
Implementing 2D stereo audio
Adding basic 3D spatialization
Immersing your player with HRTFs
Filling the game world with sound
Summary
Chapter 8: Adding Tone and Realism with Graphics
A simple breakdown of the rendering pipeline
Forward and deferred rendering
Adding tone with color grading
Changing the appearance of objects with shaders
Summary
Chapter 9: Bringing Players Together in VR
Creating a lobby space for joining matches
Creating a networked game
Defining player spawn points
Using Unity's matchmaker system
Tying together the multiplayer lobby
Synchronizing data in multiplayer matches
Summary
Chapter 10: Publishing on the Oculus Store
Packaging a final Unity build
Meeting the Oculus submission guidelines
Uploading your first build to Oculus
Summary

What You Will Learn

  • Increase immersion with 3D audio and intuitive interfaces
  • Create group VR experiences using multi-player networking
  • Design fun and engaging mechanics that utilize VR principles
  • Explore the best ways to navigate and interact using the Oculus Rift
  • Design intuitive ways to navigate and interact with scenes in VR
  • Add stunning realism to a scene with three-dimensional audio
  • Invent mechanics and features that take full advantage of VR hardware

Authors

Table of Contents

Chapter 1: Exploring a New Reality with the Oculus Rift
The concept of VR
Common limitations of VR games
Constellation tracking
Input with controllers, remotes, and more
The importance of frame rate
Asynchronous Timewarp
Installing the Oculus runtime
Summary
Chapter 2: Stepping into Virtual Reality
Getting started with Unity
Incorporating the Oculus Utilities package
Taking your first steps in VR
Enabling interaction with gaze-based mechanics
Building and running your first VR app
Summary
Chapter 3: Improving Performance and Avoiding Discomfort
Using the Unity profiler
Using coroutines to split up complex work
Mesh optimization
Displaying dynamic detail with LODs
Keeping a handle on memory allocation
Object pooling
Summary
Chapter 4: Interacting with Virtual Worlds
Designing basic player input
Implementing gameplay around input
Creating custom Unity input axes
Summary
Chapter 5: Establishing Presence
Setting up the game environment
Accentuating depth with particle effects
Customizing the skybox
Enabling player interaction with the world
Populating the game world with resources
Using resources to interact with the environment
Summary
Chapter 6: Adding Depth and Intuition to a User Interface
Adding a VR input module
Constructing a simple menu
Adding UI elements to the game world
Summary
Chapter 7: Hearing and Believing with 3D Audio
The science of how we hear
Learning the basics of Unity audio
Implementing 2D stereo audio
Adding basic 3D spatialization
Immersing your player with HRTFs
Filling the game world with sound
Summary
Chapter 8: Adding Tone and Realism with Graphics
A simple breakdown of the rendering pipeline
Forward and deferred rendering
Adding tone with color grading
Changing the appearance of objects with shaders
Summary
Chapter 9: Bringing Players Together in VR
Creating a lobby space for joining matches
Creating a networked game
Defining player spawn points
Using Unity's matchmaker system
Tying together the multiplayer lobby
Synchronizing data in multiplayer matches
Summary
Chapter 10: Publishing on the Oculus Store
Packaging a final Unity build
Meeting the Oculus submission guidelines
Uploading your first build to Oculus
Summary

Book Details

ISBN 139781786461155
Paperback306 pages
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