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Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift FREE CHAPTER 2. Stepping into Virtual Reality 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Enabling player interaction with the world


Right now, our environment completely lacks interaction. Our player can move around it, but there's nothing to do; there's no particular reason to be anywhere on the map. In this section, we'll create a dynamic wall system that players can interact with in order to add some strategic diversity to the map.

Creating the dynamic wall prefab

First, we'll create a prefab for a dynamic wall that players can activate to raise or lower a wall section in the level. For now, we'll make this prefab out of primitive shapes, but we'll structure it in a way that could easily be swapped out with complex models later.

Create a new cube in your scene and set its X, Y, and Z scale to be 8, 0.5, and 1, respectively. Name it DynamicWallBase. This will serve as the base of the dynamic wall that the player interacts with to raise or lower the section.

Next, we'll create the wall section, which is the part we'll eventually animate in code. Create another cube named DynamicWallSection...

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