What this book covers
Chapter 1, Exploring a New Reality with the Oculus Rift, briefly outlines the basics of virtual reality and guides the user through getting set up with their Rift.
Chapter 2, Stepping into Virtual Reality, introduces the reader to the Unity3D game engine and implementing simple navigation in a new VR project.
Chapter 3, Improving Performance and Avoiding Discomfort, explains the importance of avoiding VR sickness by ensuring the game is optimized and always running smoothly.
Chapter 4, Interacting with Virtual Worlds, covers how to handle interaction and different input devices in Unity, including the controller and remote that ship with the Oculus Rift.
Chapter 5, Establishing Presence, teaches the reader about several factors that make VR experiences immersive and interesting, including 3D environments, particle effects, and interactive objects.
Chapter 6, Adding Depth and Intuition to a User Interface, guides the reader through setting up a user interface (UI) in VR and explains what makes it different from conventional game UIs.
Chapter 7, Hearing and Believing with 3D Audio, introduces the reader to the concept of spatialized audio and its importance in establishing presence and scale in any VR world.
Chapter 8, Adding Tone and Realism with Graphics, provides a detailed overview of rendering the pipelines and shaders that help establish both realism and artistic flair.
Chapter 9, Bringing Players Together in VR, teaches the reader how to create networked games and interact with other players in VR over the Web.
Chapter 10, Publishing on the Oculus Store, outlines all of the steps involved in packaging a VR game and publishing it on the Oculus Store for the world to download and play.