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Course Outline
Day 1
- Configuring a virtual reality (VR) workspace for development
- Establishing a VR demonstration area
- Evaluating specific considerations for different headsets and their significant impact on experience design
- Reviewing available controller characteristics and their influence on design
- Installing software required for VR development
- Creating a basic VR "Hello World" application: the white cube on the floor
- Exploring interaction design principles
- Introducing the VR development workflow for government
Day 2
- Exploring the Unity workspace
- Exercise: Constructing an experience entirely from the editor
- Building a standalone application in Unity
- Behavior programming in Unity
- Exercise: Creating a simple solar system (scripting, geometry)
Day 3
- Importing 3D models into Unity
- Basics of rendering* (lighting, textures, shaders)
- * This training does not cover advanced rendering techniques
- Leveraging the Unity asset store
- Event-oriented programming in Unity
- Handling VR controller input
- Exercise: Implementing a grab planets feature (user interaction in VR)
Day 4
- Movement in VR: Technical and design considerations (teleport, translation, dash)
- Exercise: Adding teleport functionality
- Exercise: Switching between models
- Exercise: Placing points of interest
- Exercise: Switching points of interest
Day 5 (Optional)
- Exercise: Developing a furniture catalog
- Exercise: Placing furniture in the environment
- Exercise: Adjusting interior lighting
- Exercise: Changing the time of day
Day 6 (Optional)
- Designing and prototyping multi-user VR experiences
Requirements
- Required:
- VR equipment, VR-capable workstations (Windows), and sufficient floor space for each headset to ensure comfortable testing of applications for government use.
28 Hours
Testimonials (1)
practical examples and troubleshooting of real problems (during creating real projects, games, etc.), I mean good practice and how the real project work looks like