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Setting Up Your Project for the Oculus Rift
Before you can make use of the Oculus Rift in Torque 3D you will need to download the SDK from their web site and extract it to a convenient directory. To date, version 0.1.5 of the OculusVR SDK has been tested with Torque 3D.
With the OculusVR SDK in place, you will need to modify your project's buildFiles/config/project.conf file in a text editor. The first step is to let Torque 3D's Project Generator know where the OculusVR SDK is located. The easiest way to do this is to add the $OCULUSVR_SDK_PATH global variable to the top of your project.conf file. For example:
$OCULUSVR_SDK_PATH = "C:\Users\dwyand_2\Downloads\OculusRift\ovr_sdk_0.1.5_src\OculusSDK";
You may also create a Windows environmental variable named TORQUE_OCULUSVR_PATH that also provides an absolute path to the OculusVR SDK. Going this route doesn't store the path within the project.conf file, which may be required if multiple developers are working on the same project.
The second addition to your project.conf file is a reference to the Torque 3D's Project Generator module for the Oculus Rift. Add the following between the Torque3D::beginConfig() and Torque3D::endConfig() lines:
// Include Oculus Rift module
includeModule( 'oculusVR' );
With these changes in place you may run your project's generateProjects.bat file to rebuild the various Visual Studio files.