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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 2. Stepping into Virtual Reality FREE CHAPTER 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

Defining player spawn points


Spawn points are represented as prefabs in any scene that a networked player can connect to. For our purposes, we want four different kinds of spawn point: one for the red team, one for the blue team, one for the yellow team, and one for the green team.

Create an empty game object in your Square_Day scene and name it RedSpawn. Position it so that it's in the center of the bottom floor of the red building, facing in the general direction of the doors:

Save the RedSpawn object as a prefab by dragging it from the hierarchy into your Prefabs folder. Repeat this process by creating GreenSpawn, YellowSpawn, and BlueSpawn prefabs for the other buildings. Also, add all of these spawns to the Square_Night scene.

Once your prefabs have been created, highlight each in the Inspector and add a NetworkStartPosition component to it:

In order for our NetworkManager component to use these, we need to change the spawn method. Back in our lobby scene, highlight the NetworkManager...

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