The goal of this tutorial is to learn how to deploy a VR (Virtual Reality) application. In this tutorial, you will learn how to prepare your VR application for distribution through different platforms, such as the Oculus Store and the SteamVR platform.
What will you learn?
Prerequisites
The deployment process can vary depending on the platform you are deploying to. We will cover the most common steps in this guide.
Optimize Your Application: Before deployment, make sure your application is optimized for performance and quality. This includes reducing the size of your assets, optimizing your code, and testing your application thoroughly.
Prepare the Store Listing: Prepare the necessary materials for your store listing. This usually includes screenshots, a video trailer, a detailed description, and any other required information.
Submission: Once the application and store listing are ready, you can submit your application for review.
Review Process: Platforms like Oculus and Steam will review your application for quality and content. If your application passes the review, it will be published on the store.
Post-Launch Updates: After launch, make sure to monitor your application for user feedback and provide regular updates.
Here are some examples of how to optimize your code for VR applications. We will use Unity as the development platform.
void Start()
{
// Disable shadows for performance
QualitySettings.shadows = ShadowQuality.Disable;
// Reduce texture resolution
QualitySettings.masterTextureLimit = 1;
// Reduce the draw distance
Camera.main.farClipPlane = 100;
}
In this code snippet, we are disabling shadows, reducing the texture resolution, and reducing the draw distance of the camera. These optimizations can greatly increase the performance of your VR application.
// Create a list to store our objects
List<GameObject> objectPool = new List<GameObject>();
void Start()
{
// Preload objects into our object pool
for (int i = 0; i < 100; i++)
{
GameObject obj = (GameObject)Instantiate(myPrefab);
obj.SetActive(false);
objectPool.Add(obj);
}
}
// Use an object from the pool
GameObject UseObjectFromPool()
{
// Find an inactive object
for (int i = 0; i < objectPool.Count; i++)
{
if (!objectPool[i].activeInHierarchy)
{
objectPool[i].SetActive(true);
return objectPool[i];
}
}
// If no inactive objects, create a new one
GameObject obj = (GameObject)Instantiate(myPrefab);
objectPool.Add(obj);
return obj;
}
Object pooling is a common technique used to improve performance in games. Instead of constantly creating and destroying objects, you can "pool" them and reuse them.
In this tutorial, we covered how to prepare a VR application for deployment and distribute it through various platforms. We also looked at some code examples for optimizing your VR application.
Next steps for learning could include learning more about VR development, creating more complex VR applications, and learning how to market your VR application.
Exercise 1: Optimize a VR application by reducing the texture resolution and disabling shadows.
Exercise 2: Implement object pooling in a VR application.
Exercise 3: Prepare a store listing for a VR application, including screenshots, a video trailer, and a detailed description.
Remember to test your application thoroughly and ensure that it meets the quality standards of your chosen distribution platform. Happy coding!