Unity ® Virtual Reality (VR) Development: No Coding Approach
Unity ® Virtual Reality (VR) Development: No Coding Approach, available at $49.99, has an average rating of 3.65, with 78 lectures, based on 132 reviews, and has 1189 subscribers.
You will learn about Develop Immersive VR Experiences. Build an entire VR Framework, from scratch, with Zero coding. Build Once, and deploy to both Steam VR, as well as Oculus, 6 DOF devices. Build a VR Simulator, to test your project without the need for VR hardware, using a XBox Controller, or keyboard and mouse input. Create core VR Mechanics, such as Interactions as well as, Teleporting, and Sliding forms of locomotion. Create advanced forms of VR Locomotion, which include Climbing, Arm swinging movement, Teleport Zones, Teleport Regions, and Locomotion using Unity's Nav mesh. Create Distance Grab Mechanics Create advanced realistic VR Hands, that allow you use Physics, to push objects about in the VR World. Build advanced VR Mechanics that involve creating Player holsters, and Inventory Snap Zones. Setup both linear, and angular joint drives, to create sliding drawers, doors, levers, push buttons and even a steering wheel. Create advanced Spatial UI, that you can interact with physically, using your hands, as well as using a pointer. Create 2D UI, that you can interact with using a pointer. Learn to generate Haptic feedback, upon grabbing objects. Learn to Outline Objects, using a Shader material, when an object is touched. Create Spatial Tooltips that can follow any object about. Create a Mini VR game, without writing a single line of code. This course is ideal for individuals who are Beginning to Intermediate Unity developers looking for a non coding, fun way to enhance their skills. or Advanced Unity Developers wanting to understand the unique challenges of VR within Unity. or Oculus Quest, Rift or HTC Vive owners wanting to create their own VR experiences. or A VR Hobbyist, wanting to get into VR game development. It is particularly useful for Beginning to Intermediate Unity developers looking for a non coding, fun way to enhance their skills. or Advanced Unity Developers wanting to understand the unique challenges of VR within Unity. or Oculus Quest, Rift or HTC Vive owners wanting to create their own VR experiences. or A VR Hobbyist, wanting to get into VR game development.
Enroll now: Unity ® Virtual Reality (VR) Development: No Coding Approach
Summary
Title: Unity ® Virtual Reality (VR) Development: No Coding Approach
Price: $49.99
Average Rating: 3.65
Number of Lectures: 78
Number of Published Lectures: 78
Number of Curriculum Items: 78
Number of Published Curriculum Objects: 78
Original Price: $49.99
Quality Status: approved
Status: Live
What You Will Learn
- Develop Immersive VR Experiences.
- Build an entire VR Framework, from scratch, with Zero coding.
- Build Once, and deploy to both Steam VR, as well as Oculus, 6 DOF devices.
- Build a VR Simulator, to test your project without the need for VR hardware, using a XBox Controller, or keyboard and mouse input.
- Create core VR Mechanics, such as Interactions as well as, Teleporting, and Sliding forms of locomotion.
- Create advanced forms of VR Locomotion, which include Climbing, Arm swinging movement, Teleport Zones, Teleport Regions, and Locomotion using Unity's Nav mesh.
- Create Distance Grab Mechanics
- Create advanced realistic VR Hands, that allow you use Physics, to push objects about in the VR World.
- Build advanced VR Mechanics that involve creating Player holsters, and Inventory Snap Zones.
- Setup both linear, and angular joint drives, to create sliding drawers, doors, levers, push buttons and even a steering wheel.
- Create advanced Spatial UI, that you can interact with physically, using your hands, as well as using a pointer.
- Create 2D UI, that you can interact with using a pointer.
- Learn to generate Haptic feedback, upon grabbing objects.
- Learn to Outline Objects, using a Shader material, when an object is touched.
- Create Spatial Tooltips that can follow any object about.
- Create a Mini VR game, without writing a single line of code.
Who Should Attend
- Beginning to Intermediate Unity developers looking for a non coding, fun way to enhance their skills.
- Advanced Unity Developers wanting to understand the unique challenges of VR within Unity.
- Oculus Quest, Rift or HTC Vive owners wanting to create their own VR experiences.
- A VR Hobbyist, wanting to get into VR game development.
Target Audiences
- Beginning to Intermediate Unity developers looking for a non coding, fun way to enhance their skills.
- Advanced Unity Developers wanting to understand the unique challenges of VR within Unity.
- Oculus Quest, Rift or HTC Vive owners wanting to create their own VR experiences.
- A VR Hobbyist, wanting to get into VR game development.
Welcome to Udemy’s first, No Coding Required, VR development course, using VRTK 4. Build once and deploy to both Oculus and Steam VR devices.
This course, teaches you everything you need to know to build your very own VR apps and games using the world class Unity Engine.
I am an Emerituscertified 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.
The entire completed advanced VR Framework, is available for download, within Section 13 of the course, once you enrol.
Unity is the top rated game engine, when it comes to developing VR apps and games. VRTKon the other hand is a battle-tested VR solution for Unity. Several block buster games have been made using Unity and VRTK 3.x.
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.
From a toolkit standpoint, there are several free, as well as paid toolkits out there, for VR development, including Unity’s very own XR interaction toolkit. However, none of these toolkits, provide you with the advanced functionality that VRTK 4 provides, out of the box. There is currently no toolkit out there, that would allow you to create such advanced VR mechanics, without the need to write a single line of code.
The 2 most prominent VR Toolkits on the Unity Asset Store cost approximately $60and you don’t get the Arm swinging mechanic, different gliding locomotion styles, a rotatable teleport arrow head pointer, a 3D spatial hand interactable UI, a spatial simulator that works with a X Box Controller and a no coding approach.
For one of these toolkits, for the climbing mechanic alone, you have to shell out an extra $60, resulting in a whopping amount of $120, for a VR toolkit. Over and above this, the learning curve is not easy, as tutorials do not exist or are scarce, and the manuals are poorly written, calling on you to rely on forums and community members, to help you out.
Try to rebuild the mini game in this course, without writing a single line of code, using any other VR framework or toolkit currently available on the Asset store, even Unity’s very own XR Interaction toolkit. It wont be possible.
In this course, you will notbe called upon to launch Visual Studio, even once. No programming skills are required!
There’s a popular English saying, “Give a person a fish and you feed him/her for a day. Teach a person to fish and you feed him/her for a lifetime.” In this course I give you the lifetime lesson.
Using Unity and VRTK 4, you will build a complete framework from scratch, that can be used as the foundation, for building any VR game or experience. Towards the end of this course, you will utilize the framework you have built, to create your very own mini game.
This course makes understanding VRTK 4, super easy, and the framework you develop, will be one massive cohesive, lean, mean machine.
At the end of this course, you will have an advanced VR framework, that you could even publish!
You can even, enhance the mini game further, using the ideas provided within this course, and publish your game to both Oculus, and Steam.
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 on how Unity Prefabs function and a basic understanding of how events work in general, would be helpful. You don’t need to know how to write any event code.
This course will take you through everything, step by step and give you plenty of practice.
You will need to have access to a 6 DOF (degrees of freedom) headset for Steam VR, or Oculus only. This course cannot be taken using a 3 DOF headset, as you need to be able to move around within your world.
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 VRTK evolves.
Become a VR pioneer now, and create the future!
– Chris Coutinho
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Two ways to approach this Course
Lecture 3: Test out the built VR Framework on your Oculus Quest
Chapter 2: Setting your devices up for VR Development
Lecture 1: Introduction
Lecture 2: Advantages of using VRTK 4 over Alternative SDKs for VR Development
Lecture 3: Setting up Oculus, and Unity XR SDKs
Lecture 4: Importing the VRTK 4 packages
Lecture 5: Using the VRTK Playground Starter project that uses Unity LTS versio2020.3.15f2
Chapter 3: Setting up your VRTK Rig
Lecture 1: Introduction
Lecture 2: Setting up individual Camera Rigs
Lecture 3: Setting Up VRTKs Tracked Alias
Lecture 4: Configure your Oculus, OVR Camera Rig, and Test Spatial movement using your HMD
Lecture 5: The Object State Switcher, to manually switch between Camera Rigs in you Scene
Chapter 4: Setting up Interactors, Velocity Trackers, and your Virtual Hands
Lecture 1: Introduction
Lecture 2: Interactor verses Interactable
Lecture 3: Setting up your Interactors
Lecture 4: Setting up Oculus Hands for Oculus Integration
Lecture 5: Setting up Custom Hands for Unity XR, and the Spatial Simulator
Lecture 6: Animating Custom Hands based on keyboard, and Controller input, Grab and Ungrab
Lecture 7: Animating Custom Hands based on keyboard, and Controller input, Thumbstick
Lecture 8: Setting up your Interactors to Grab objects, and setting up Velocity Trackers
Chapter 5: Setting up Interactable Objects
Lecture 1: Introduction
Lecture 2: Picking Up Interactable Objects
Lecture 3: Setup Customized, Pickup Orientation handles, on Interactable Objects
Lecture 4: Adding Secondary Actions to Interactable Objects
Chapter 6: Movement in VR
Lecture 1: Introduction
Lecture 2: Instant and Dash Teleportation
Lecture 3: Setting up the Teleporter
Lecture 4: Setting up Teleport Targets, to cover large Distances
Lecture 5: Slide Movement and Rotation
Lecture 6: Arm Swinging Locomotion
Lecture 7: Setting up a Pseudo Body
Lecture 8: Climbing Objects, Tomb Raider style
Chapter 7: Distance Grabbing Objects, using a Straight Pointer
Lecture 1: Introduction
Lecture 2: Setting up a Distance Grabber
Lecture 3: Setting up a Straight Pointer
Lecture 4: Activating and Deactivating the Distance Grabber, via a Button Press
Chapter 8: VRTKs 3D Spatial UI and Unity's 2D UI controls
Lecture 1: Introduction
Lecture 2: Setting up a Straight Pointer
Lecture 3: Setting up a Spatial, clickable Button
Lecture 4: Setting up a Spatial, Button Group
Lecture 5: Changing the appearance of your Spatial Buttons
Lecture 6: Setting up a Spatial, Toggle Button
Lecture 7: Setting up Spatial, Option Buttons
Lecture 8: Setting up a Slider
Lecture 9: Hacking your Straight Pointer, allowing it to Interact with your Slider
Lecture 10: Using your Hands to Interact with VRTKs Spatial Buttons
Lecture 11: Using Unity's 2D UI controls with VRTK
Chapter 9: Snap Zones
Lecture 1: Introduction
Lecture 2: Importing the Tool Holder UI, Unity Package, and setting up 2 new Work Tools
Lecture 3: Making the Axe and Hammer Interactable
Lecture 4: Setting up the Snap Zones
Lecture 5: Setting up Tooltips for the Snap Zones
Lecture 6: Setting up Rules that restrict entry into Snap Zones
Lecture 7: Setting up Holsters, that move about with the Player
Chapter 10: Angular and Linear Drives
Lecture 1: Introduction
Lecture 2: Creating a Steering Wheel
Lecture 3: Creating a Door
Lecture 4: Creating a Lever
Lecture 5: Exploring the Angular Joint Drive, Value Events, and creating Logic Objects
Lecture 6: Creating a Drawer
Lecture 7: Creating a simulated, spring Push Button
Chapter 11: Tips, Tricks, and Recipes
Lecture 1: Introduction
Lecture 2: Adding realistic Physics Hand collisions, to your Avatar hands
Lecture 3: Setting up a Unity Nav Mesh Area, as a valid Teleport Target Zone
Lecture 4: Obtaining Haptic feedback, upon Grabbing an Interactable Object (New)
Lecture 5: Outlining Interactable objects, using VRTKs Shaders, and Interactable Events
Lecture 6: Highlighting Interactable objects, using VRTKs Interactable Highlighter (New)
Chapter 12: Mini Game
Lecture 1: Introduction
Lecture 2: Importing the Garden Path, Unity Package for your Game
Lecture 3: Setting up the requisite VRTK Components, within the Garden Scene
Lecture 4: Setting up Obstacle Objects
Lecture 5: Setting up your Ball to roll about freely, within the Garden path
Lecture 6: Setting up a Spatial Tooltip UI Object, to display a Countdown Timer
Lecture 7: Setting up the Countdown Timer Object, and learning about the Moment Processor
Lecture 8: Enhancing the Mini Game
Chapter 13: Completed Course Download Zip file
Lecture 1: Introduction
Chapter 14: Conclusion
Lecture 1: Course Conclusion
Instructors
-
Chris Coutinho
Professional Software Developer and Educator
Rating Distribution
- 1 stars: 6 votes
- 2 stars: 3 votes
- 3 stars: 10 votes
- 4 stars: 42 votes
- 5 stars: 71 votes
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