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Introduction to VR with Unity

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Release date:2018, December

Duration:07 h 26 m

Author:Unity Coach Fred Moreau

Skill level:Beginner

Language:English

Exercise files:Yes

What Will I Learn?
Create a 3D VR project targeting a device as simple as iOS/Android cardboard.
Create immersive VR experiences with panoramic videos.
Create interactive VR game plays with advanced Unity features, including Ray Casting and NAVigation (Path Finding).
Create interactive head’s up 3D user interfaces.
Add support for Game Controllers and Cardboard “Screen Touch” button.
Take advantage of Ambisonic Audio files.
Use Unity Remote to test things in the Editor.
Bypass Unity XR SDKs and use the Gyroscope, to test things in the Editor with Unity Remote.
Take advantage of Unity’s Events to trigger actions on interactive objects, including loading scenes.
Use Unity’s Animator State Machine along with Collider Triggers, to trigger animations when passing by.

Requirements
Unity 2017.3 or later.
If targeting iPhone : an Apple iOS Developer account, a Mac computer and Xcode.
If targeting Android : Android SDK (free).
As an option, if targeting iPhone : an MFI (Made For iPhone) bluetooth Game Controller.
As an option, if targeting Android : an Android bluetooth Game Controller.
If targeting Windows/Mac : a supported VR device (Oculus Rift, HTC Vive, Microsoft Hololens).

Description
This course aims at helping anyone willing to learn Unity to create VR experiences.
No previous programming experience is required, and most of the principles covered in the course will help future programmers wrap their head around programming basics.
It features a self learning approach. Every topic comes in on a need to know basis.
Most of the course examples can be done with the simplest hardware.
Wether you want to experiment with a simple Android or iPhone cardboard, add a remote game controller, or go for pro hardware, the principles, techniques and code you’ll take away from this course will help you deliver a full VR experience, fast!

Who is the target audience?
VR enthusiasts willing to learn Unity
Unity developers willing to learn VR features

Table of Contents

Introduction 16:43
Introduction 01:53
Requirements 03:05
ROAD MAP 01:02
Project Setup & Editor Overview. 06:08
(iPhone/Android/PC/Mac) Build & Player Settings. 04:35

VR Lobby 29:53
Creating and placing Game Objects. 07:29
Creating and assigning Materials. 03:03
Importing textures. 02:34
Creating and assigning a SkyBox Material. 04:13
Adding XR SDKs to use head tracking and stereo camera rendering. 02:11
(iPhone) Building and running the VR test scene on the device. 03:19
(Android) Build & Run. 06:02
(Windows/Mac) Build & Run. 01:02

Adding a 360 audio/video background 10:56
Project Setup Review. 01:32
Importing Video Files. 01:37
Adding a Video Player to playback video content. 03:23
Creating a Render Texture to *link* the Video Player to the Skybox material. 04:24

Adding interactivity : what am I looking/pointing at? 01:54:37
Objectives. 02:26
Scene Setup. 02:36
Using Prefabs. 07:18
Creating a new C# script and setting up our development environment. 06:23
Overview of the MonoBehaviour and C# scripting. 05:31
Accessing and modifying another component. 08:14
Using a Gradient object. 08:00
Using C# Properties to optimise the refreshing of values. 09:06
Referencing another object’s (Transform) component. 12:04
Using Code Snippets (Templates) to easily and quickly add more properties. 08:57
Using MonoDevelop Tasks. 03:38
Vectors and Visual Debug features. 12:40
More maths, with inverse linear interpolations. 05:49
Using Unity Events to drive any other value. 13:34
Using Animation Curves to ease in and out the linear interpolation. 08:21

Previewing actions on interact-able items. 38:33
Object Focus Manager. 04:31
Implementing the manager as a Singleton. 09:18
Static methods. 10:59
Focus Events. 13:45

Triggering actions. 32:00
Setting up the Progress Bar. 05:30
Handling touch screen inputs. 11:17
Action Trigger. 03:26
Cancelling the Trigger. 07:39
Loading a Scene. 04:08

Supporting other input types. 37:28
Handling wireless gamepads. 06:07
Using Keycodes. 05:26
Using abstract classes to gather common mechanics. 17:15
Adding events to the GamePad Manager. 03:50
Using Unity’s Input class to support VR Device controllers. 04:50

XR Specifics. 09:45
Recentering the sight when a scene is loaded. 09:45

Cardboard Specifics. 09:25
Using the Gyroscope instead of XR tracking when on Cardboard in the Editor.
09:00
Stereoscopic Rendering in the Editor when using the Cardboard. 00:25

Navigating 3D Worlds 02:17:33
Different ways to navigate a 3D world. 02:43
Importing the basecamp scene from the Asset Store. 02:21
Scene setup. 05:57
Navigation strategy. 04:11
Looking forward… 06:40
Using Ray Casting to find an intersection. 11:18
Ignoring intersections with set layers. 04:17
Looking through trigger colliders. 02:42
Bouncing off walls.. 07:02
More Ray Casting … 06:11
Baking a NavMesh. 08:38
Finding a position within the NavMesh. 08:07
Creating a 3D reticle object. 16:34
Positioning the reticle. 06:44
Setting up the Nav Agent. 07:33
Setting up the navigation with XR devices. 08:24
Using VR “Nodes” (controllers). 00:48
Disabling XR Camera position tracking. 00:25
Opening doors as we get close. 09:43
Trigger detection. 04:12
Animator parameter change. 03:13
Filtering with tags. 02:22
Applying changes to all doors, and add a few optimisations. 07:09
Triggering Events. 00:18

Video Gallery 05:45
Creating the Video Gallery UI. 01:04
Populating the UI, and adding listeners to Buttons’ onClick events. 01:22
Loading clips from Resources. 01:09
Streaming videos from Local Storage. 02:09

VR Shortcuts (for Intermediate Unity developers) 04:15
How do I turn on VR (XR) support ? 00:11
How do I playback a 360 video background? 00:35
How do I default to Non VR, then switch VR on later? 00:57
How do I use VR head tracking, but disable Stereoscopic rendering? 00:14
How do I preview Head Tracking with Unity Remote? 00:31
How do I track a VR device head or hand controller? 00:19
How do I disable head tracking on the Camera? 00:21
What locations can I load or stream 360 videos from? 01:05

3rd parties & misc. 00:01
A few free assets worth checking out. 00:01

Upgrading to a newer version of Unity. 01:33
Upgrading the Project to Unity 2018.x 00:38
Upgrading Cinemachine to Package Manager version. 00:15
Upgrading Pro Builder to Packager Manager version. 00:30
Multi-pass VS Single Pass Rendering. 00:08

Watch online or Download for Free

01. Introduction
01. Introduction
02. Requirements
04. Project Setup & Editor Overview.
05. (iPhoneAndroidPCMac) Build & Player Settings.

02. VR Lobby
01. Creating and placing Game Objects.
02. Creating and assigning Materials.
03. Importing textures.
04. Creating and assigning a SkyBox Material.
05. Adding XR SDKs to use head tracking and stereo camera rendering.
06. (iPhone) Building and running the VR test scene on the device.
07. (Android) Build & Run.
08. (WindowsMac) Build & Run.

03. Adding a 360 audiovideo background
01. Project Setup Review.
02. Importing Video Files.
03. Adding a Video Player to playback video content.
04. Creating a Render Texture to link the Video Player to the Skybox Material.

04. Adding interactivity what am I lookingpointing at
01. Objectives.
02. Scene Setup.
03. Using Prefabs.
04. Creating a new C# script and setting up our development environment.
05. Overview of the MonoBehaviour and C# scripting.
06. Accessing and modifying another component.
07. Using a Gradient object.
08. Using C# Properties to optimise the refreshing of values.
09. Referencing another objects (Transform) component.
10. Using Code Snippets (Templates) to easily and quickly add more properties.
11. Using MonoDevelop Tasks.
12. Vectors and Visual Debug features.
13. More maths, with inverse linear interpolations.
14. Using Unity Events to drive any other value.
15. Using Animation Curves to ease in and out the linear interpolation.

05. Previewing actions on interact-able items
01. Object Focus Manager.
02. Implementing the manager as a Singleton.
03. Static methods.
04. Focus Events.

06. Triggering actions
01. Setting up the Progress Bar.
02. Handling touch screen inputs.
03. Action Trigger.
04. Cancelling the Trigger.
05. Loading a Scene.

07. Supporting other input types
01. Handling wireless gamepads.
02. Using Keycodes.
03. Using abstract classes to gather common mechanics.
04. Adding events to the GamePad Manager.
05. Using Unitys Input class to support VR Device controllers.

08. XR Specifics
01. Recentering the sight when a scene is loaded.

09. Cardboard Specifics
01. Using the Gyroscope instead of XR tracking when on Cardboard in the Editor.

10. Navigating 3D Worlds
01. Different ways to navigate a 3D world.
02. Importing the basecamp scene from the Asset Store.
03. Scene setup.
04. Navigation strategy.
05. Looking forward…
06. Using Ray Casting to find an intersection.
07. Ignoring intersections with set layers.
08. Looking through trigger colliders.
09. Bouncing off walls..
10. More Ray Casting …
11. Baking a NavMesh.
12. Finding a position within the NavMesh.
13. Creating a 3D reticle object.
14. Positioning the reticle.
15. Setting up the Nav Agent.
16. Setting up the navigation with XR devices.
19. Opening doors as we get close.
20. Trigger detection.
21. Animator parameter change.
22. Filtering with tags.
23. Applying changes to all doors, and add a few optimisations.

Introduction to VR with Unity.7z


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3 Comments

  1. could you upload this course : Unreal VR Dev: Make VR Experiences with Unreal Engine in C++ it would be really helpful

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