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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
Author Profile Icon Donovan
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

Using resources to interact with the environment


For the walls to be toggled on and off, their scripts will have to know their current state. Add the following variable to your DynamicWall class:

public class DynamicWall : MonoBehaviour
{
  [SerializeField]
  private GameObject wallSection;
  public bool isRaised = true;
}

Add a line to the end of MoveSectionDown to set isRaised to false after the wall has been lowered:

public IEnumerator MoveSectionDown()
{
  ...
  isRaised = false;
}

And an opposite line to set it to true at the end of MoveSectionUp:

public IEnumerator MoveSectionUp()
{
  ...
  isRaised = true;
}

Now we can add a call to both of these functions from the player using the OrbManager script. Add a call to a new function called ToggleWall in the Update function when the F key is pressed. Also, define ToggleWall as an empty function after the Update function for now:

void Update()
{
  if(Input.GetKeyDown(KeyCode.F))
  {
    ToggleWall();
  }
}
private void ToggleWall()
{
}

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