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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
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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

Using coroutines to split up complex work


So you've got a function that taxes the CPU too much. What do you do now? Sometimes you can pare down your experience to create a little more breathing room for your CPU, but obviously it's preferable to figure out a way to split all of the workup so that it can be done in a more conservative manner, even if it takes slightly longer.

This is where Unity's coroutine system comes in. Coroutines are functions that can run for a while, yield to other functions, and then pick up right where they left off. In this section, we'll modify the GenerateRandomNumbers function to be a coroutine so that it can generate one million random numbers without ever blocking the other functions the CPU is responsible for.

There are a few caveats to coroutine functions as well, which we'll cover in this section. One that will immediately impact our function is the required return type; all coroutines must return an IEnumerator object, so we'll have to change GenerateRandomNumbers...

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