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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

Taking your first steps in VR

The first step we'll take in setting up our first VR scene is to delete Main Camera from the hierarchy. This is a standard object that Unity adds to every scene in order to render it, but since the Rift is responsible for rendering VR scenes, we don't need a standard camera anymore.

After you delete the default camera, it's time to add a place for the player to stand. We'll get into creating natural terrains later in this book, but for now we'll just make a simple flat floor.

Click on the Create button in the upper-left corner of the Hierarchy window and select Plane from the 3D Object menu, as shown in the following screenshot:

Taking your first steps in VR

Once your plane has been created, click on it once in the hierarchy to display its properties in the Inspector window, which include its position and rotation. In this book's Unity layout, the Inspector window is at the same height as the Hierarchy window on the far right of the editor window.

At the...

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