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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

Implementing gameplay around input

The controls to your game are the crux of your player's experience, so it's important to make each action feel like it impacts the game in a meaningful way. A control scheme that includes jumping wouldn't suit a level with no obstacles to jump over, and a control scheme that includes shooting won't do if there's nothing to shoot at.

In this section, we'll create some targets for the firing mechanic you created in the previous section, and the objectives of our game will start to take form (as will our level's environment).

Creating a target dummy

Eventually, the targets in our game will be other real players when we implement online multiplayer later in this book, but for now, we'll just implement a target dummy to test our mechanics.

Create a new Cylinder object from the Create menu in your Hierarchy window and position it on the floor at the origin of your scene. Center the scene view on it and then create a new Sphere...

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