In this course, we will present an introduction to XR using a broadly chronological approach, focusing on how all of the underlying technologies came together at key moments in the history of XR to launch the concepts of Virtual Reality and Augmented Reality into the mainstream consciousness. If you understand the available technologies, how they are used, and what their future holds, you’ll be well equipped to deal with XR as it rapidly evolves and converges. To understand XR, you need to understand the technologies that enable it. What is XR? It’s shorthand for a related set of new technologies that are changing the way we interact with the world and with each other: Virtual Reality, Augmented Reality, and Mixed Reality. What Oculus hardware is recommended for the course? This course is focused on developing for Rift S, so we recommend using a Rift S, but the principles covered also apply to Oculus Quest. What version of Unity do I need to complete the course? The course uses 2018.4 LTS. If you’re brand new to game development or VR, we recommend taking an intro to Unity course and/or an intro to VR tutorial prior to taking this one. What prerequisites do I need to take this course? This course is designed for intermediate level developers with familiarity building in Unity, ideally with some VR experience too. Access additional support and submit your finished vertical slice to the Oculus Developer Support team for feedback: FAQ 1. Take your VR skills to the next level with this deep dive into the principles of VR development. While the course is geared towards developing for the Oculus Rift, the principles covered also apply to the Oculus Quest, and you’ll learn to avoid some common pitfalls we see developers experience when submitting their application to the Oculus Store. Coached along the way by experts from Oculus and Unity, you'll build a vertical slice of an escape room game throughout the course. You’ll learn an extensive range of principles and best practices: from locomotion and hand presence, to optimization and testing, to user interaction and go-to-market strategy.
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Designed for people who have an intermediate knowledge of Unity, the goal of this course is to teach you how to design, develop, and deploy a VR application. In this comprehensive course from Oculus and Unity, you’ll learn how to build an immersive VR game step by step. Later sections contain techniques that you can use to squeeze even more performance out of the technology, but you must have a fundamental understanding of the basics to get good use out of them. Sections 1 and 2 of this guide explain the fundamental knowledge you need to understand before starting to build DOTS applications, and the biggest obstacles to achieving good performance. This Best Practice Guide contains advice to help avoid those pitfalls. This means that the learning curve for DOTS might be steep, and there are a lot of pitfalls that might stop you from getting the performance benefits you hope for. Before you begin creating a project with DOTS you must understand the following: The fundamental concepts of data-oriented design Data-oriented design in Unity The best practice advice in this guide Data-oriented design (DOD) is a big change from the object-oriented programming (OOP) that many developers have spent their whole careers working with. However, to use DOTS successfully, you can’t simply grab the API documentation and dive straight in. If you’re working on a game (or other real-time simulation) that requires the most efficient CPU usage possible, then Unity’s Data Oriented Technology Stack (DOTS) is a great way to get the performance you need.