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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

Meeting the Oculus submission guidelines

In order for your build to be eligible for publication on the Oculus Store, it needs to meet two sets of guidelines: the content policy and the technical requirements. In this section, we'll go over both sets, but keep in mind that these requirements may change and are always kept up-to-date at https://developer3.oculus.com/documentation/publish/latest/concepts/publish-prep-app/.

Meeting the Oculus content policy

In its content policy, Oculus does a good job of summarizing the basic guidelines in one simple sentence: "...what we are likely to accept generally falls within the threshold of an R-rating for a movie."

This means no pornographic content, and nothing especially gory, sexual, or abusive. Additionally, your game can't allow players to gamble with real money. If you want to create a poker game in VR, you're obviously free to do so, but if your game allows players to put real money at stake, then you'll have to host...

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