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Course Outline
Day 1
- Setting up a VR workspace for development.
- Setting up a VR demonstration space.
- Specific considerations regarding different headsets and their significant impact on experience design.
- Characteristics of available controllers and their relative influence on design.
- Installing software for VR development.
- VR Hello World: the white cube on the floor.
- Interaction design considerations.
- Introduction to VR development workflow.
Day 2
- Exploring the Unity workspace.
- Exercise: building an experience entirely from the editor.
- Building a Unity standalone application.
- Behavior programming in Unity.
- Exercise: creating a simple solar system (scripting, geometry).
Day 3
- Importing 3D models in Unity.
- Rendering basics* (lighting, textures, shaders).
- * advanced rendering techniques are not covered by this training.
- Leveraging the Unity asset store.
- Event-oriented programming in Unity.
- VR controller input.
- Exercise: grabbing planets (user interaction in VR).
Day 4
- Movement in VR: technical and design considerations (teleport, translation, dash).
- Exercise: adding a teleport feature.
- Exercise: switching between models.
- Exercise: placing points of interest.
- Exercise: switching points of interest.
Day 5 (optional)
- Exercise: furniture catalog.
- Exercise: placing furniture.
- Exercise: changing interior lighting.
- Exercise: changing the time of day.
Day 6 (optional)
- Multi-user experience design and prototyping.
Requirements
- Required:
- VR equipment and VR-ready workstations (Windows) plus floor space for each headset to test apps comfortably.
28 Hours
Testimonials (1)
practical examples and troubleshooting of real problems (during creating real projects, games, etc.), I mean good practice and how the real project work looks like