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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

Adding UI elements to the game world


A screen-shaped gaze-based menu is the very tip of the iceberg in terms of UI in VR; the lack of any actual screen creates a myriad of opportunities for interfaces directly integrated into the world, limited by just your creativity instead of the pixel count of the player's monitor.

In this section, we'll add some complexity to our dynamic wall mechanic and add some interface elements to them in the process. Specifically, we're going to make the walls expand upward in a unique color based on the player's team and make players able to shoot through walls that match their team's color. We're also going to make the walls collapse when players on other teams lower their health enough, which will be displayed in a dynamic bar on top of them.

Adding complexity to the dynamic walls

The first thing we'll do is make all walls start down by default. Open your DynamicWall script and edit the isRaised variable to be initialized as false:

public class DynamicWall : MonoBehaviour...
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