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Course Outline
Day 1
- setting up a VR workspace for development
- setting up a VR demonstration space
- specific considerations about different headsets and how they dramatically impact experience design
- available controllers characteristics 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
- discovering Unity workspace
- exercise: building an experience entirely from the editor
- Unity standalone application building
- Behaviour programming in Unity
- exercise: a simple solar system (scripting, geometry)
Day 3
- importing 3D models in Unity
- rendering basics* (lighting, textures, shaders)
- * no advanced rendering techniques covered by this training
- taking advantage of the Unity asset store
- Unity event oriented programming
- VR controllers input
- exercise: grab planets (user interaction in VR)
Day 4
- Movement in VR: technical & design considerations (teleport, translation, dash)
- exercise: add teleport feature
- exercise: switch between models
- exercise: drop points of interest
- exercise: switch points of interest
Day 5 (optional)
- exercise: furniture catalog
- exercise: place furniture
- exercise: change interior lighting
- exercise: change time of day
Day 6 (optional)
- Multi-user experience design and prototyping
Requirements
- Required:
- the VR equipment and VR-ready workstations (Windows) plus the 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