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Learn developing apps for Oculus Rift

With this powerful Oculus rift development tutorial

You learn everything about the Oculus rift with a practical approach of developing an app in real time.

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What you will get

A Rift eBook

You get a complete eBook explaining the technology behind Oculus Rift and virtual reality. The eBook comes in .ePub, .PDF and .Mobi formats.

Oculus rift development tutorial with Source code

We provide you with a development tutorial with source code to develop a game in Unity. You also have download links for Oculus unity integration package and other softwares.

Step-by-Step explanation

The book not only enables you to develop apps, games and projects based on Oculus Unity integration package, it also takes care of your basic needs to learn and understand things from the scratch.

What you will learn

Virtual reality

Virtual reality (VR) has taken the center stage in present day gaming and you will get a deep insight into it.

Oculus Rift gaming

You will learn to create a project in unity and integrate Oculus unity integration package to the project. In addition, you will get to know how to build and run a standalone rift app.

Unity package

This book will introduce you to Unity and guide you through the process of developing a game in Unity.

OpenGL

You get a good experience and training to use OpenGL to incorporate visual effects inside the game.

Who is this for ?

Enterprisers

Folks who are in the hunt for creating a niche in the latest gaming arena will have more than what they need in this eBook. The eBook deals explicitly on how to develop games from the scratch using the Oculus rift development tutorial. This book is, de facto, your complete guide to new apps and games.

Oculus Rift & VR Partisans

We always have the exceptional Joe blogger or a tech-geek on the hunt for new ideas and assets. If you are one among them, know that this is your poison! You definitely can't resist the know-how of this book, can you?

Learners

You are never too old to learn! You might be in your school or a grandparent looking forward to prove your magical skills to your children. This eBook has been written keeping in mind that you get to know the birds and bees of this technology without having to ask for anyone's help.

Sample pages from book

Preface

About the Author

Prerequisites

Chapter I

Introduction to Oculus Rift

Chapter Snippet

Moving forward with virtual reality

The Oculus Rift - An Insight

The Rift Hardware

Working of the Rift

Rendering an immersive view

Chapter II

Rendering the Field of View

Chapter Snippet

Field of View

Maximizing the Field of View - Rift’s Challenge

Setting up the Rift for development

Configuring the Rift for Use

Dealing with motion sickness

Physical Preparations for Using the Rift

Chapter Snippet

Chapter III

The Oculus SDK & Rift Interactions

Chapter Snippet

Getting the head tracker data

Decoding the output

Rendering output to the display

The display panel

Working with the SDK

Working with the SDK

Chapter IV

TInstallation of the SDK & Head Tracker API

Chapter Snippet

Setting up the Monitor

Installation of the Oculus SDK

CONTENTS

The Head tracker API

Receiving Head Tracker Data

Fetching the Rift’s Orientation

Sending Output to the Rift

Rendering output to the display

The Rift Display - Defying Conventions

Chapter V

Creating a project in Unity

Chapter Snippet

Downloading unity 3D application

Developing Oculus Rift Application without having any hardware

Creating an example unity application

Importing the Oculus Unity integration package

Player controller prefab: Get onto rift without any coding

Testing the application on unity editor

Chapter VI

Integrating Oculus Unity Integration Package

Chapter Snippet

The OVRPlayerController prefab components

Using the OVRCameraRig prefab: Generate a scene on the rift using your own character controller

Adding a Character controller

Change the script to work with the OVRCameraRig

Building a standalone app of your rift project

Chapter VII

Health & Safety Precautions

Chapter Snippet

Cautions for using the headset

Precautions for Children & seizures

General Instructions & Precautions

Radio Frequency Interference

The Future Beckons

Chapter III : The Oculus SDK & Rift

Example

Standard Run Macro

You need to call the function “ovr_Initialize()” before you call any other SDK functions. The prototype looks like this:

OVR_EXPORT ovrBool ovr_Initialize();

C has no built in Boolean type and hence, ovrBool is used as a char type.

You can check the return value of ovr_Initialize() and exit out of the application if it returns a non-true value.

Similarly, you need to call the ovr_Shutdown() when you’re finished working with the headset: OVR_EXPORT void ovr_Shutdown();

In the following examples, we’ve shown the launching of our applications with a macro called RUN_OVR_APP.

RUN_OVR_APP, which expands to the code in listing.

1 MAIN_DECL
2 {
3 if (!ovr_Initialize()) {
4 SAY_ERR("Failed to initialize the Oculus SDK");
5 return -1;
6 int result = -1;
7 try {
8 result = ExampleCode().run();
9 } catch (std::exception & error) { \
10 Do something useful with this error
11 }
12 ovr_Shutdown();
13 return result;
14 }

Quick Understanding of the code

You declare the code to initialize the SDK. In the function “ result = ExampleCode().run();”, we use macro parameters as a substitution for running the example code. The code finally ends with “ ovr_Shutdown();”, as a function to shut down the SDK.

Chapter IV : Installation of the SDK & Head Tracker API

Sending Output to the Rift

When you take the Rift from the perspective of an operating system, it is simply a monitor where images are to be displayed. The Rift has a special display system with LCD or OLED. In addition, it contains lenses to change the perception of the panel. The display mimics real human vision with a large field of view; making the overall Rift experience worthwhile.

While rendering the output in a Rift,you get to know that it’s not just a monitor that you are dealing with. Given below is a figure, explaining the process of rendering a display frame on the Rift.

When we connect the Rift to a computer, the OS treats the Rift as just another monitor. In a way, it makes things simple for the Rift but it has a number of drawbacks as well. The assumptions that one might make while making operating systems do not hold true in the case of the Rift. Keeping it simple, let’s say the Rift is connected to a computer. When you enable the display control panel, it extends to the desktop metaphor. If you try to solve the issue by disabling the monitor, you will find that the system APIs do not acknowledge the existence of the Rift.

Creating a rendering window forOpenGL

1 void createRenderingTarget() {
2 glfwWindowHint(GLFW_DECORATED, 0);
3 createWindow(windowSize, windowPosition);
4 if (glfwGetWindowAttrib(window, GLFW_DECORATED)) {
5 5 FAIL("Unable to create undecorated window");
6 }
7 }

You can implement the above-given code in the GIfeApp parent class, which will make things clear for you. **The GIfwApp::createWindow() method

1 void GlfwApp::createWindow(
2 const glm::uvec2 & size, const glm::ivec2 & position) {
3 // ...
4 window = glfwCreateWindow(size.x, size.y, "glfw", nullptr, nullptr);
5 if (!window) {
6 FAIL("Unable to create rendering window");
7 }
8 if ((position.x > INT_MIN)&&(position.y > INT_MIN)) { 9 glfwSetWindowPos(window, position.x, position.y); } 10 // ... 11 }

Quick Understanding of the code

You open a new window of a particular size in the desktop by using ‘ window = glfwCreateWin- dow(size.x, size.y, “glfw”, nullptr, nullptr);’. This is positioned according to the operating system. Afterthat,your eposition the window by using‘glfw SetWindowPos(window,position.x,position.y’.

Click to Preview

  1. Table Of Contents

  2. Chapter III

    - The Oculus SDK & Rift
  3. Chapter IV

    - Installation of the SDK

Step-by-step tutorial + Full source code + Installation manual + Design files!

Can this day get any better ?!

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Ebook content overview

ebook landing page chapter overview

The approach

The author has done an extensive research on the Oculus Rift and tried to break up complex mechanisms inside the device step-by-step. This book caters to a wide range of customers ranging from an average Joe blogger to a game developer.

ebook landing page chapter overview

Entire Source code

When you buy the complete package, we give you the entire source code and its explanation to build a game on Unity.

ebook landing page chapter overview

Installation guide

This eBook comes with a detailed step-by-step installation guide and user manual. The Oculus rift development tutorial has been designed such that you can do everything on your own.

ebook landing page chapter overview

Making the game in Unity

The Oculus rift development tutorial and Unity tutorial ensures that you understand each and every aspect of developing a game using an Oculus Unity integration package.




ebook landing page chapter overview

Working of the Rift

There are chapters dedicated to explain the working of the rift in detail. It includes the field of view, creating an immersive environment and rendering the device

ebook landing page chapter overview

Rift input and output

From the beginning to the end, the author guides you in the simplest possible way; separating the whole book in seven chapters. The book deals with rendering the input and output of the Rift in details.

ebook landing page chapter overview

Health & Safety precautions

The book gives you a good idea on how to go about with using the Oculus Rift. The immersive environment that the Rift offers has its complications. Taking necessary precautions will help you avoid discomfort.

ebook landing page chapter overview

SDK & Integrations

From decoding the desired output, getting head tracker data to rendering & understanding the display panel- this Oculus Rift development tutorial gives you a detailed explanation on getting an app ready for the Rift.

Messages from readers

Bryan Sumner

"This book helped me understand the limitations and possibilities of Oculus Rift . Working on unity seems easy. Eager to get my hands on the commercial edition of the VR headset."

Chen Biming

"I'm a student and I find the eBook very informative for my project on virtual reality. Trust me, finding content in details is always hard. I had my share of hassle until I came across this. I got to understand its working in details."

Ayesha Khomeini

"I'm glad I read this book before I got myself the upcoming head gear. Don't know when it will be available but this was a good purchase for sure."

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