Unity Virtual Reality - Volume 1
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Unity Virtual Reality - Volume 1

Creating mesmerizing User Interface for VR using Unity
4.3 (7 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.
111 students enrolled
Created by Packt Publishing
Last updated 4/2017
English
Current price: $12 Original price: $125 Discount: 90% off
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Includes:
  • 3 hours on-demand video
  • 1 Supplemental Resource
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion

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What Will I Learn?
  • Create 3D scenes with Unity and Blender while learning about world space and scale
  • Build and run VR applications for consumer headsets including Google Cardboard
  • Build interactive environments with physics, gravity, animations, and lighting using the Unity engine
  • Experiment with various User Interface (UI) techniques that you can use in your VR applications
  • Gain introductory and advanced experience in Unity programming with the C# language
View Curriculum
Requirements
  • Game developers may already be familiar with the concepts in the book, reapplied to VR projects while exploring many other ideas specific to VR. Mobile, and 2D games; designers who already know how to use Unity will discover another dimension.
Description

Virtual Reality gives users an immersive 3D gaming experience and Unity 5, along with its stunning 3D animation capabilities, is one of the best choices for game developers to create out-of-the-box Virtual Reality games for different platforms such as Google Cardboard, Oculus Rift, and Samsung Gear VR.

This course takes a practical, project-based approach to teach you the basics of Virtual Reality development with the Unity 3D game engine. We walk through a series of hands-on projects, step-by-step tutorials, and in-depth discussions using Unity 5 and other free or open source software. While VR technology is rapidly advancing, we'll capture the basic principles and techniques that you can use to make your VR games and applications immersive and comfortable.

About the 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?
  • If you are interested in virtual reality and want to learn how it works, or want to create your own VR experiences (whether you're a non-programmer and are unfamiliar with 3D computer graphics, or experienced in both but new to Virtual Reality), this course is for you. It is also great for people who are new to Unity but can adapt to the pace of the course.
Compare to Other Unity Courses
Curriculum For This Course
25 Lectures
03:14:08
+
Virtually Everything for Everyone
5 Lectures 27:39

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?
05:06

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
05:18

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

Applications versus Games
07:57

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
05:46
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Objects and Scale
4 Lectures 47:46

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
15:12

Look at ways to deal with the scale.

Measurement Tools
09:01

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

An Introduction to Blender
16:40
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VR Build and Run
5 Lectures 28:05

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
02:44

Building prefabs for Google Cardboard on Android and iOS.

Build for Google Cardboard
06:45

Creating one-click input projects.

Device Independent Clicker
01:53

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

How Virtual Reality Really Works
11:13
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Gaze Based Control
3 Lectures 34:35

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
08:12

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

If Looks Could Kill
07:16
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World Space UI
8 Lectures 56:03

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
03:21

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

The Reticle Cursor
05:17

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
04:26

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

The Game Element UI
03:25

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

The Info Bubble
05:47

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

An In-Game Dashboard with Input Events
19:52

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
07:47
About the Instructor
Packt Publishing
3.9 Average rating
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59,187 Students
687 Courses
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