
Chris introduces a Unity virtual reality game development course to build an immersive beatboxer game using Unity 3D and the virtual reality toolkit, with basics of Unity programming.
Discover a practical, short Unity VR course on Beat Boxer, with a preferred top-down approach starting at section one, learning by doing in your project, or a bottom-up reverse approach.
Set up your virtual reality environment, compare Liedtke with other plugins and Teekay alternatives, and create your first project with required devices and MIT-licensed tools.
Explore how VRTK 4 provides a free, open source, cross platform VR toolkit with built in locomotion and object interaction, simplifying development across Oculus and SteamVR.
Download and set up the beat boxer Unity package, configure XR plugin management with Oculus and SteamVR, and import the Oculus Integration SDK for a VR rhythm game.
Configure Unity project for Oculus Quest by switching to Android, setting API compatibility to .NET 4.x, and adjusting input handling and texture settings, then build and test with link cable.
Install VRTK 4 packages in Unity using a modified manifest.json, then use the package manager to import, update, and verify input axis definitions and runtime prefabs.
Set up virtual reality camera rigs in Unity using Telia packages and Oculus integration, exploring the camera rigs prefab options and Oculus prefabs.
Assemble a vr camera rig by adding the camera rigs prefabs, the Oculus integration prefab, and the special simulator prefab under the vrt camera rig setup.
Set up a tracked alias in Unity to represent any camera rig, select one active rig from the list, and test drive the scene with keyboard, mouse, and simulated controllers.
Configure the Oculus camera rigs, set the tracking origin type to floor level, activate only one rig, and test spatial movement with your HMD using the Oculus integration setup.
Map left and right controller objects to VR transforms, mimic hand movements to punch cue blocks, starting with Arctic default cuboid hands and upgrading to boxing gloves for expressive VR.
Understand interactor and interactable concepts in vr, and how direct interaction uses punches with left and right hand interactors to affect cube blocks and trigger haptic feedback in beat boxer.
Set up interactor prefabs for left and right hands, replace with glove meshes and materials, adjust transforms and sphere colliders, add punch sounds, enable velocity trackers, and test in VR.
Set up your red and blue cube blocks as intractable objects in the virtual world, enabling user interaction through punching.
Turn red and blue blocks into intractable objects that respond to touches and grabs, with primary and secondary grab actions and kinematic, gravity-free physics for the beatboxer game.
Learn to implement VR-friendly UI in Unity by replacing a traditional heads up display with a world space canvas, using the provided special UI prefab to show health and menus.
Set up countdown visuals by creating a countdown controller with objects, add mesh filter and mesh renderer, assign go and number meshes, adjust transforms and materials, then deactivate countdown.
Configure a diegetic UI in world-space canvases between the VR camera rig and the cube spawner, with dials for hits, misses, elapsed time, and remaining cubes.
Review essential scripting to power your rhythm fitness game using the beatboxer assets script folder, where each script has a lecture showing the full code and its setup.
Learn how to declare and invoke C# action events to notify listeners, subscribe classes, and update the UI when a cube slips past the player.
Attach the dead wall script to destroy red and blue kill blocks that slip past the player and raise the on cube missed event, which updates the UI.
Discover how the boxes missed script updates the hits count and fill bar, subscribes to the on cube missed event, and wires UI elements for a Unity rhythm game.
Attach the total boxes in level script to track cubes left to spawn and update the UI text and fill bar as cube blocks are spawned.
Configure the boxes hit script to update the hits dial as players strike Q blocks, while left and right punch scripts trigger cubitt events that update fill bar and UI.
Implement an elapsed time timer in Unity by updating a UI text element each frame, converting real time since startup into minutes and seconds.
This lecture demonstrates a countdown controller in Unity that displays four countdown elements (3, 2, 1, 0) via a coroutine, then activates the player and cube spawner objects.
Configure the game manager script to control cube spawning, track active cubes, and signal level completion once all cubes are spawned and destroyed; attach an audio source for beatboxer track.
Configure the cube spawner and cubano scripts to instantiate red and blue cube prefabs at a fixed spawn point every 1.5 seconds, using 130 bpm across five lanes.
Attach punch script to gloves to detect blue and red cube hits, validate punch direction via vector angles, and trigger hit events and haptic feedback.
Implement a generate haptic feedback script that triggers a short rumble when the left or right glove hits a cube, wiring VR components and events accordingly.
Set up and edit the cube movement script for blue and red cubes in Unity prefabs, exposing a cube speed and moving forward with transform.Translate using delta time.
Switch Unity project to Android for the Oculus Quest from the main menu, then switch platform, refresh the device, and play the scene to test punches (left/right hook, uppercut, thumb).
Download the completed Unity beatboxer project, extract the zip, expect Unity to rebuild after removing parts of the Oculus Integration SDK v29, and switch to Android for Quest.
Celebrate completing the course by creating your beatboxer rhythm fitness game and explore similar titles like supernaturals in RTC and Unity for VR development.
Welcome to the 'VR Beat Boxer', game development course, where you will learn to create a clone, of the extremely popular rhythm fitness games like Beat Saber, and Super Natural.
Build once and deploy to both Oculus and Steam VR devices, with ease.
This course, teaches you everything you need to know, to build your very own VR Beat Boxer rhythm fitness game, using the world class Unity Engine, latest LTS version 2020.4.x.
I am an Emeritus certified iDTech instructor and also the author of the book 'Unity® Virtual Reality Development with VRTK4: A No-Coding Approach to Developing Immersive VR Experiences, Games, & Apps' published by Apress and available world wide on the Amazon and Springer stores.
Unity is the top rated game engine, when it comes to developing VR apps and games. VRTK on the other hand is a battle-tested VR solution for Unity. Several block buster games have been made using Unity and VRTK.
VRTK 4 in conjunction with Unity, has changed the dynamics of VR development. No other game engine comes even close, to providing you with such advanced functionality for VR development, as does VRTK 4 with Unity.
This course makes understanding VRTK 4, super easy, and the Beat Boxer game you develop, will be a complete game, you could even publish to both Oculus and Steam.
The VRTK 4 framework takes care of all the heavy lifting, in terms of VR Mechanics required. You only add a little extra code, to pull it all together, the way you want it to work.
Once you have taken this course, you will be poised, to create amazing rhythm fitness games, like Super Natural an Beat Saber.
This course is aimed at beginner to intermediate Unity users, who need to know their way about the Unity editor, for basic scene editing. A basic knowledge of C# programming for Unity is also required, where you need to know what a Class is, what a method is, have knowledge about C#'s basic variable types, if statements and loops.
This course will take you through everything, step by step and give you plenty of practice along the way.
You will need to have access to a 6 DOF (degrees of freedom) headset, for Steam VR or Oculus only.
You could use a Steam VR headset like the HTC Vive, or an Oculus Rift, or an Oculus Quest (both 1 and 2 will work fine), which are some of the more popular, 6 DOF headsets available, and the ones this course has been tested against.
If using the Oculus Quest, it would be advisable to have a link cable, as deploying a build to the headset, each time you test is not very practical, and would be time consuming.
Please use Udemy's Q & A, for any explanations you seek from my end, related to this course.
This course will continue to be updated, as new VR mechanics evolve.
Become a VR Game Developer now, and create some amazing Games!
- Chris,
Game Works