In this post, we will import the C++ plugin into a new Unity3D project and access the functionality.
In this post we will create a basic C++ project, compile a simple function into a DLL.
In the last part of the tutorial series, we will look at adding code for input handling on the rift's motion controller. As with the other parts of the tutorial series, this part builds on top of what we have already achieved in the previous parts. To recap, we have created the player pawn using … Continue reading Motion Controller Input for Player Pawn
Let's finish up the series by adding hands from the VR template into our project and hooking them up to the player pawn that we have created. This way we can even look into the setting up the input from the Oculus controllers in the next tutorial. Importing the VR Hand Mesh and Animation: … Continue reading Adding Hand models To VR Motion Controllers
In this part of the tutorial, we will get the components set up for the Pawn pawn to have head and motion controller tracking. This is the second part of the tutorial. If you haven't read the first part please read through that. It covers the basics such as creating the C++ class for the pawn … Continue reading Creating the VR Player Pawn – Part 2
Requirements: In order to start with the tutorials, you will need the following software and hardware. As I have mentioned in my previous post, for the most part, the tutorials can be followed with the VR set-up but if your intention is to make a game for VR then you can follow the tutorials exactly. … Continue reading Create VR Project
Unreal Engine, C++ based game development tutorial that starts from scratch.
In this post we will look at loading a texture and applying to the quad that we created in the previous post. The steps involved in this are: Load the texture as an image. Set up OpenGL to use our texture. Modify the Shader for Texture Mapping. Bind the Texture to GPU. Drawing the Quad … Continue reading Texturing the quad
In our previous post we wrote the shaders that will be required to display our first quad using OpenGL on our iOS device. Our next step would be to compile and link the shaders so they are ready to be used within our program. In order to use our shaders we need a handle to the shader and … Continue reading Compile and Link Shaders
This post continues where the "Setting Up Xcode OpenGL Template and Creating Game Loop Class" in the series left off Before we begin to display our quad on the device we need to write a vertex shader and fragment shader. For this post we will begin by writing a simple vertex shader that accepts the … Continue reading Writing Simple Shader to Display Colored Quad