Unity3D and the Oculus Rift
3.7 (38 ratings)
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Unity3D and the Oculus Rift

A guide to creating games with the Oculus Rift. Get to know different techniques, which are crucuial for VR development.
3.7 (38 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.
406 students enrolled
Created by Florian Maurer
Last updated 1/2016
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  • 1 hour on-demand video
  • Full lifetime access
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  • Certificate of Completion
What Will I Learn?
  • Know basic and advanced techniques needed to dive into VR game development
  • Extend the standard assets, such as the FPSController or simply the MainCamera, with your own scripts
  • Use the direction the player is looking in while playing for different purposes such as aiming, shooting, selecting objects, trigger functions by looking at objects and more
  • Use techniques such as raycasting or instantiating objects
  • Know how to deal with graphical user interfaces in virtual reality
View Curriculum
  • We will use Unity3D for this course. The latest version can be downloaded from the official unity website. A developer kit of the oculus rift can come in useful in order to apply the learned techniques.
  • This course is also useful to users without an oculus rift, as all seen techniques and examples are also valid and applicable for non-VR development.
  • Evidently, we cannot use the oculus rift's full potential without programming, but of course everything will be explained with the necessary detail. I will link you to the respective documentation pages in case you wish to look something up.

This course tackles the hot topic of "virtual reality". In march this year oculus released the finished version of the rift. Other big companies like google, facebook, sony, valve and others have joined the VR movement. This tutorial is not a guide to implementing a specific game, it rather gives you the tools and knowledge to implement your own VR games. Unlike other courses about the oculus rift, this course does not stop after the setup. We take a look at the things that really matter for VR development. Without wasting time we quickly proceed with interesting and important topics that go beyond setting up a simple character to walk around in VR. Besides using the headtracking for shooting objects, we see how raycasting can be used to analyse and trigger functions at an object which is being looked at. Further topics are dealt with, such as user interfaces and more. Get a head start by taking this course.

In the course, we take a look at different techniques that are crucial to VR development, such as:

-using the headtracking for aiming and shooting

-raycasts to analyse an object which is being looked at

-retrieve the world point, at which the player is looking to send a character there

-teleport the player to visit interesting sites of a model

-various controls for user interfaces (look based input and more)

The length of the course is about 1 hour, but to try out all the examples for yourself, it will take a little more time.

Who is the target audience?
  • If you are interested in Unity3D or virtual reality, then this course is for you. Participants of this course are thereafter able to develop their own applications with the Oculus Rift. This course covers everything from the basics, such as using the headtracking for aiming, shooting and selecting objects up to alternative movement models, namely bird's eye camera controls or teleporting. Useful programming skills can be picked up along the way as we practice the new techniques with several training examples in the Unity3D environment.
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Curriculum For This Course
12 Lectures
Introduction and course setup
2 Lectures 06:43

Gives an overview about the course's contents.

Preview 03:25

All preliminaries, such as where to go get unity and the oculus unity integration, are dealt with. We set up unity for use with the oculus rift. We take a brief look at how the camera reacts to the rift's movements, at how to use a character controller and finally at how to build our program to be able to deploy it to other people.

Preview 03:18
Basic techniques
4 Lectures 42:08

Learn how to use the headtracking of the oculus. Shoot objects to where the player is looking at. We retrieve the view's direction and instantiate a bullet with physics behaviour when clicking the mouse. Finally we see how to let the bullets emerge from a different position, such as a gun that the player carries around.

Preview 10:48

We use the character controller for an architectural walk-through. We also deal with exporting 3D models from the free to use sketchup make (and potentially other 3D modeling tools) into unity for proper use with the oculus rift. As a second part, we implement a simple teleport system to guide the user to the most interesting sites of a 3D model.

Character controller for architectural visualisation and teleporting

Again, we make use of the headtracking. This time we detect and select objects with the help of raycasts. We then trigger a function at the object which has been looked at. Getting this right will involve a little more programming than the previous examples. We will also discuss calling the function continuously in every update frame opposed to calling it only once everytime we look at a new object.

Trigger function by looking at objects / Raycasting

In this lesson you can learn how to control a character with the help of NavMeshes. We will be able to set the character's next destination by simply looking at a certain position in the world and pressing space. We observe the world from a bird's perspective. We will combine this with a simple camera movement system, so that every position could be reached.

Navigation mesh controlled characters & bird's eye view

Test yourself to see whether you have understood the contents of the course.

Final Quiz
8 questions
Graphical User Interfaces (GUI)
5 Lectures 19:07

Gives and overview about this sections lessons. We also talk about what it is important for user interfaces when developing for a virtual reality environment.

Preview 02:01

In this lesson we will see how to make an on screen display that is always shown to the user. We will also see how to use world based user interfaces and put a bullet counter onto our gun from the previous aiming and shooting tutorial.

GUI - On screen displays

In this part, we will see how to make a screen based menu, a static world based menu as well as a menu that smoothly follows the direction in which the player is looking in.

GUI - Menus

Finally, we see how to use look based input for Unity's UI system. We replace the StandardInputModule which deals with keyboard, mouse and gamepad inputs by a VRInputModule written by ccs from the oculus forums.

GUI - Look based input

A quick support video for Maryam Allahmoradi to explain how to trigger a UI action by looking at an element for a certain time.

GUI - Trigger action after a certain time of looking at a UI element
1 Lecture 03:08
official Unity VR tutorial section
About the Instructor
Florian Maurer
3.7 Average rating
38 Reviews
406 Students
1 Course
M.Sc. / Computer Science

I've aquired my master degree in computer science in 2016 at TU Braunschweig / Germany. I've been using unity since the beginning of 2014, mainly for just-for-fun game projects and for some of my courses at university. Virtual reality is an interesting and upcoming field and therefore interests me in particular. I hope to share some of my knowledge about the oculus rift and about programming with it.