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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

Designing basic player input


Designing input that is intuitive, efficient, and simple is key to creating a game that players will come back to. Perhaps it's especially important in VR because your player won't be able to actually see any of the joysticks, buttons, and keys they press.

In this section, we'll put together the basics of input in a simple arena combat game that we'll continue to expand on throughout the rest of this book.

To get started, create a new Unity project called ArenaCombat. Once the editor opens, create a folder in your Project window called Scenes and save your blank scene in it with the name main.unity.

Using Unity input axes

If you recall, we structured the main input in our PlayerController script from Chapter 2, Stepping into Virtual Reality, by checking whether various keys had been pressed. This is a fine method for quickly testing functions, but in a full game, it's beneficial to have a more structured input system. Fortunately, Unity has a great input system that...

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