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Become a VR Developer with Unity 3D
Intro
Course Welcome and Overview
Course Resources
Video Playback Speed and Settings (0:26)
What's new in Unity 5.4 (11:46)
What's new in Unity 5.5 and Steam VR 1.2.0 and how to update (11:46)
What's new in Unity 5.6 (12:10)
What's new in Unity 2017.1, 2017.2 and Steam VR 1.2.2 and how to update (10:57)
What's new in Unity 2018.1 and 2018.2 and updating (4:14)
Getting Started - Your First Room Scale VR Scene
Get Unity and explore Developer Resources (5:37)
Install SteamVR Runtime through Steam (5:00)
Setup the HTC Vive and SteamVR for Unity (5:14)
Understand the SteamVR Camera Rig (8:17)
Convert an existing Camera for SteamVR (13:54)
Support for Room Scale and Seated VR Experiences (8:20)
Updating the Steam VR Plugin (2:40)
Build and Run a Simple Scene for the Oculus Rift
Build and Run a Simple Scene for the Oculus Rift (7:19)
Interacting with Objects Using the Motion Controllers
Hit the ball - The moment you've been waiting for (9:54)
Input Events from the Vive Controllers (20:08)
Pick up an Object: Parent the Transform (11:37)
Throw an Object Parented to the Controller (14:58)
Pick up an Object: Use a FixedJoint (16:27)
Using Prefabs to create multiple instances of an object (8:56)
Using Tags to identify 'Interactable' objects (10:56)
Haptic Feedback (11:26)
Make a Haptic Feedback Pattern (9:10)
Distinguishing between 'Left' and 'Right' Controllers (6:08)
Gaze Interaction
Gaze Interaction Using Raycasts (12:58)
Accessing the Unity API Docs from Visual Studio (2:28)
Reticles (7:11)
Positioning the Reticle on a GameObject (17:53)
Scaling the Reticle (4:42)
Draw the Reticle on top using a Custom Shader (11:27)
Gamepad Inputs and Interaction
Xbox Controller Input (21:21)
Beginning Your First Room Scale VR Game
Building your game for Windows PC (4:22)
Zombie Shooter Overview (9:54)
Update to Unity 5.4
Level and World Design using Unity Terrain (12:14)
A Zombie with a Nav Mesh Agent (10:33)
A more Zombie, Zombie (22:29)
VRInteractiveItem and VREyeRaycaster (25:55)
Withering Gaze - A cure for H1Z1 (14:28)
Polishing our Withering Gaze (26:36)
Laser Pointers and Controller Event Systems
How to make a VR Laser Pointer (23:31)
Build an extensible Motion Controller Event system (8:44)
Update for Steam VR 1.2.0 style events (9:58)
Turn Withering Gaze into Withering Lase (13:40)
Extending the ControllerEvents Script (7:40)
Locomotion
Teleportation (21:21)
SteamVR Interaction System Teleportation (5:51)
Flying - How to use Physics Forces to Fly (14:06)
Walking - How to use the Touchpad Axis (14:02)
Fast Motion Teleportation (15:42)
VR First Person Character Controller (7:03)
User Interfaces
World Space Menu UI using the SteamVR Interaction System featured in 'The Lab' (19:21)
More uGUI World Space Menu UI Examples (3:35)
Controller UI - Button Hints (14:45)
How to make a VR Backpack Inventory UI (15:19)
Linear drivers and Sliders (17:41)
Advanced Object Interactions
Make a cabinet with sliding drawers (14:57)
Changing the look of the Controller Part 1: Textures (14:46)
Changing the look of the Controller Part 2: Render Models (15:38)
Replacing the controller with an object: Item Packages (25:20)
Shooting Bullets (9:57)
Reloading the Weapon (7:25)
Planned Curriculum: Swords
Planned Curriculum: Bow and Arrow
Planned Curriculum: Controller Gesture Recognition
Planned Curriculum: Driving IK from tracked objects
Performance Optimization
Performance Requirements for VR
Using the Unity Profiler (3:47)
Planned Curriculum: Render models and poly counts
Planned Curriculum: Low latency loading
Planned Curriculum: Frame timings and latency
Planned Curriculum: Common performance problems
Planned Curriculum: Optimizing Assets for VR
Audio in VR
Planned Curriculum: 3D Positional Audio (this will be more than one lecture)
Using the SteamVR Mixed Reality Camera
Planned Curriculum: Background Theory and Motivation
Planned Curriculum: Equipment
Planned Curriculum: Setup and calibration
Planned Curriculum: Recording
Planned Curriculum: Post processing
Course Wrap Up
Review and Next Steps
Wrap Up
Using Tags to identify 'Interactable' objects
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