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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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 Donovan Donovan
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Donovan
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Table of Contents (17) Chapters Close

Mastering Oculus Rift Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
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

Creating a lobby space for joining matches


Up to this point, the player has existed in one of our two arena scenes perpetually. However, since we'll be hosting each match of the game in its own instance of one of these levels, we need a staging area where players can specify what match they join and at what level. We'll call this the lobby.

Our lobby scene will handle player interaction for hosting or joining a game; it will take specifications from the player and then load the proper scene before connecting them to the other players in the match.

Setting up the lobby scene

We'll want to move our menu to the lobby scene, so before doing anything else, create a prefab of the MenuCanvas object in one of your scenes and delete the instance from both. Create a new scene and name it Lobby.unity. Remove the default Main Camera object from the hierarchy and drag an instance of OVRCameraRig from the Prefabs folder within the OVR directory into the scene.

Note

We're not using the OVRPlayerController prefab...

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