Unity Virtual Reality - Volume 2
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Unity Virtual Reality - Volume 2

Explore the world of Virtual Reality by building super cool VR projects using Unity
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0.0 (0 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.
12 students enrolled
Created by Packt Publishing
Last updated 4/2017
English
Current price: $10 Original price: $125 Discount: 92% off
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Includes:
  • 3.5 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Implement the first-person and third-person experiences that use only head motion gestures for input
  • Create animated walkthroughs
  • Learn to work with forces and gravity
  • Build 3D architectural space
  • Implementing virtual walk-through
  • Use 360-degree media
  • Build multi-user social VR experiences
  • Get to know about the technology and psychology of VR including rendering, performance and VR motion sickness
View Curriculum
Requirements
  • Software required: Unity Studio version 5.4+
  • For people interested in Virtual Reality and want to learn how it works, or want to create their own VR experiences. for people who are new to Unity but can adapt to the pace of the course. Mobile and 2D game 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’ll take you 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 try to 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?
  • This course is for those who are interested in Virtual Reality and want to learn how it works, or want to create their own VR experiences. Whether you're a nonprogrammer and are unfamiliar with 3D computer graphics, or are experienced in both but are new to Virtual Reality.
Compare to Other Unity Courses
Curriculum For This Course
32 Lectures
03:39:22
+
First-Person Character
7 Lectures 57:32

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
10:35

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
11:30

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

User Calibration
06:28

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

Maintaining Sense of Self
13:54

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

Locomotion, Teleportation, and Sensors
05:57

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

Managing Motion VR Sickness
05:56
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Physics and Environment
7 Lectures 40:19

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, and up again, diminished by gravity

Bouncy Balls
07:44

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

Headshots
06:18

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

Trampoline and Bricks
02:53

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

A Human Trampoline
06:17

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

Interlude- Environment and Things
06:08

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
05:35
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Walk-Throughs and Rendering
5 Lectures 48:39

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
12:20

Adding the photos from our library to our galley.

Adding Photos to the Gallery
04:16

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
07:03

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
15:54
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Using All 360 Degrees
9 Lectures 38:40

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
03:21

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

Magic Orbs
05:29

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

Panorama and Infographics
08:27

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
02:31

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

Globes
03:17

Learn about 360-degree photospheres.

Photosphere
05:09

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

Field of View
04:09

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

Capturing 360-Degree Media
03:30
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Social VR Meta Verse
4 Lectures 34:12

Learning the basics of multiplayer networking.       

Preview 10:15

We will make our own multiplayer demo project.       

Setting Up a Simple Scene
07:47

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
09:50

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
06:20
About the Instructor
Packt Publishing
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