Learning Path: Unity: VR Development with Unity 5
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Learning Path: Unity: VR Development with Unity 5

Gain a 360-degree gaming experience by creating amazing 3D game worlds with VR
3.6 (11 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
155 students enrolled
Created by Packt Publishing
Last updated 3/2017
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Current price: $10 Original price: $200 Discount: 95% off
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  • 7 hours on-demand video
  • 1 Supplemental Resource
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Create 3D scenes with Unity and Blender
  • Develop and run VR applications for consumer headsets including Google Cardboard
  • Experiment with various User Interface (UI) techniques that you can use in your VR applications
  • Implement the first-person and third-person experiences that use only head motion gestures for input
  • Build multi-user social VR experiences
  • Gain introductory and advanced experience in Unity programming with the C# language
View Curriculum
  • Basic knowledge of Unity would be beneficial although not necessary.
  • A computer with the Unity software installed
  • The access to a virtual reality head-mounted display (HMD) will help you try out your builds and get first-hand experience of the projects developed in this Learning Path.

Are you are interested in Virtual Reality (VR) and want to learn how it works? Or do you want to create your own VR experiences? If yes, this Learning Path is just right for you.

Packt’s Video Learning Paths are a series of individual video products put together in a logical and stepwise manner such that each video builds on the skills learned in the video before it.

Unity 5 has emerged to become the leader in building Virtual Reality games and applications for different platforms.

This Learning Path takes a practical, project-based approach to teach you about the specifics of VR development with the Unity 3D game engine. You will explore the technical considerations that are important and possibly unique to VR. The projects in this Learning Path will demonstrate how to build a variety of VR experiences. The projects will increase in complexity as the Learning Path progresses and will help you make the transition to a pro VR developer with Unity 5.

By the end of the Learning Path, you’ll be able to develop rich, interactive virtual reality experiences using Unity.

About the Author:

For this course, we have combined the best works of this esteemed author:

Jonathan Linowes is the owner of Parkerhill Reality Labs, a start-up VR/AR consultancy firm. He is a veritable VR and 3D graphics enthusiast, full-stack web developer, software engineer, successful entrepreneur, and teacher. He has a fine arts degree from Syracuse University and a master's degree from the MIT Media Lab. He has founded several successful start-ups and held technical leadership positions at major corporations, including Autodesk Inc. He is also the author of two other books from Packt Publishing, Unity Virtual Reality Projects (2015) and Cardboard VR Projects for Android (2016). 

Who is the target audience?
  • This Learning Path is aimed at people who want to learn the techniques of virtual reality and create their own VR experiences.
  • You don’t need to be a programmer or familiar with 3D computer graphics.
  • Game developers who already know how to use Unity will discover another dimension of how to blend Unity with VR.
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Curriculum For This Course
57 Lectures
Unity Virtual Reality - Volume 1
25 Lectures 03:14:08

This video gives an overview of the entire course.

Preview 03:32

We are witnessing a rapid increase in consumer virtual reality, an exciting technology that promises to transform in a fundamental way how we interact with information, our friends, and the world at large.

What is Virtual Reality to You?

There are two basic categories of head-mounted displays for virtual reality—desktop VR and mobile VR. Augmented reality is sister technology to virtual reality.

Types of Display and Difference between Virtual Reality and Augmented Reality

VR games can have the same mechanic elements, but might need to be adjusted for the virtual environment.

Applications versus Games

There is not just one kind of virtual reality experience. In fact, there are many experiences, and each section will introduce new technical skills and concepts that are important.

Types of VR Experiences and Required Technical Skills

If you already know Unity and have developed your own games, it may be worthwhile revisiting the fundamental concepts.

Preview 06:53

We will add a few objects to the scene to set up the environment.

Creating a Simple Diorama

Look at ways to deal with the scale.

Measurement Tools

We're going to use Blender to make a model and then import it into Unity.

An Introduction to Blender

Understand the possible ways to integrate our Unity project with virtual reality devices.

Preview 05:30

We will create an object that will be a proxy for the user in the virtual environment.

Creating MeMyselfEye Prefab

Building prefabs for Google Cardboard on Android and iOS.

Build for Google Cardboard

Creating one-click input projects

Device Independent Clicker

Number of different technologies and techniques come together to make the VR experience work.

How Virtual Reality Really Works

We are going to give our character, Ethan, a life of his own.

Preview 19:07

Instead of being random, we'll send Ethan to wherever we look.

Go, Where I’m Looking

We will try to kill Ethan and give effects to it.

If Looks Could Kill

Unity's UI canvas provides lots of options and parameters to accommodate the kinds of graphical layout flexibility.

Preview 06:08

In visor HUD, the UI canvas is attached to the camera. It doesn't appear to respond to your head movement.

The Visor HUD

A variant of the visor HUD that is essential in first-person shooter games is a reticle or a crosshair cursor.

The Reticle Cursor

The information panel overlays the gameplay, but it isn't attached to your head. Instead, you can think of it as attached to your seat while in a cockpit.

The Windshield HUD

We'll be adding a scoreboard into the scene at the top left corner of the backdrop image.

The Game Element UI

Info bubbles are located in world space at a specific 3D position, but the canvas should always be facing the camera.

The Info Bubble

An in-game dashboard is a UI display that is integrated into the game itself.

An In-Game Dashboard with Input Events

The UI elements are not necessarily visible at all times, rather, they may be invoked in context as a part of the gameplay.

A Responsive Object UI with Head Gestures
Unity Virtual Reality – Volume 2
32 Lectures 03:39:22

This video gives overview of the entire course.

Preview 03:12

A first-person character is such a key asset in a VR project that we really should understand its components inside out.

Understanding the Unity Characters

As a first-person character, when you start walking, you will move through the scene in the direction you are looking until you indicate to stop walking.

Making First Person

Calibrating the in-game character in the scene with the player.

User Calibration

We should focus on what we need in order to help make our VR experiences comfortable for our visitors.

Maintaining Sense of Self

New techniques for locomotion and teleportation control are continuously being tried.

Locomotion, Teleportation, and Sensors

VR motion sickness, or simulator sickness, is a real symptom and a concern for

Managing Motion VR Sickness

In Unity, the behavior of an object that is based on physics is defined separately from its mesh (shape), materials (UV texture), and the renderer properties.

Preview 05:24

When a ball drops from mid-air and hits the ground, it bounces back up and down.

Bouncy Balls

Balls drop one at a time from above and bounce off your forehead, aiming for a target.


When a brick drops from mid-air onto a trampoline, it bounces up, diminished

Trampoline and Bricks

When a first-person character hits a trampoline, it bounces up, diminished by gravity.

A Human Trampoline

Spice up the scene with some more interesting environment and geometry.

Interlude- Environment and Things

Provide an elevator platform, which moves up and down, that I can walk onto and ride to the top of my logo. And when I jump, the character in VR jumps.

Elevator and Jump

Creating realistic models with convincing materials and lighting is an art and a science.

Preview 09:06

We can use the gallery room model in Unity and add a floor and a ceiling with skylights. We will apply textures to the walls and add lighting.

Assemble the Scene in Unity

Adding the photos from our library to our galley.

Adding Photos to the Gallery

It is often used for a cut-scene, that is, a canned fly-through animation as a transition from one level to another.

Animated Walk-Through

There are optimization techniques that focus on the design and/or limitations of your game implementation and content, and many other things.

Optimizing for Performance and Comfort

360-degree" term refers to the viewing of prerecorded photos or videos in a manner that allows you to rotate your view's direction to reveal content that was just outside your field of view.

Preview 02:47

Apply a regular rectangular image as a texture to a sphere.

Crystal Ball

You have to actually walk up to the sphere and stick your head into it to see what's there!

Magic Orbs

Infographics can get quite large, which makes them difficult to view on a desktop computer screen, let alone a mobile phone.

Panorama and Infographics

Ever since it was discovered that the Earth is round, cartographers and mariners have struggled to project the spherical globe onto a two-dimensional chart.

Equirectangular Projections

Use a standard Unity sphere, such as the one that we used in the earlier Crystal Ball example with the Earth texture image.


Learn about 360-degree photospheres.


Let's discuss some more about 360-degree media and virtual reality and why it seems so compelling.

Field of View

You can rotate your head, but you should not move its position from the center of the sphere.

Capturing 360-Degree Media

Learning the basics of multiplayer networking.

Preview 10:15

We will make our ownmultiplayer demo project.

Setting Up a Simple Scene

To make the scene run as multiplayer we need, at a minimum, a Network Manager component, and we need to identify any objects that will get spawned using the Network Identity component.

Adding Multiplayer Networking

In VR, the camera transform is controlled by the head pose from the HMD sensors. When the avatar is parented by the camera, it'll move in sync.

Adding a Multiplayer Virtual Network
About the Instructor
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