Unity Vr Dev No Coding Required

Develop Immersive VR Experiences, Games, Apps & VR Frameworks using Unity 3D & VRTK, without the need for C# programming

Last updated 2022-01-10 | 4.3

- 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.

What you'll 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.

* Requirements

* An Oculus Rift
* or HTC Vive headset or an Oculus Quest with a link cable.
* A computer that supports your VR headset
* in terms of hardware required.
* Comfortable with using the Unity editor for basic scene editing.
* Some basic knowledge about Unity's Prefabs. No coding knowledge required.
* Basic knowledge of how Events work. You don't need to know
* how to write event code.
* Know how to setup your VR device for development.

Description

  • 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.

Course content

14 sections • 77 lectures

Introduction Preview 03:49

Intro and Course goal.

Learning by practice, is the only way to succeed.

Two ways to approach this Course Preview 02:20

You could approach this course using either a top-down approach or a bottom-up approach.

The preferred way is using the top-down approach, where you start with Section 1 and proceed sequentially thru the course listening to lectures, and implementing the concepts taught, within your own project.

On the other hand, you may not be an absolute beginner to Virtual reality development and probably are looking at simply getting your hands on the VR framework and using it to build your very own game, app, or experience.

In this case I would suggest a reverse engineered, bottom-up approach, where you directly jump to Section 13 of the course and download the complete course Zip file and then launch it using Unity version 2019 dot 4 dot 20.

From here you can then just browse thru lectures that interest you and explore how the various prefabs have already been setup. This would help you quickly learn how to use the framework, and you could always revisit the lectures in sequence later, when you do find the time.

Test out the built VR Framework on your Oculus Quest Preview 00:44

Check out the link below to learn how to side load apps onto your Oculus Quest using Side Quest.

https://uploadvr.com/sideloading-quest-how-to/

If you have purchased the course you have access to the entire project download within Section 13, so you won't need this 'VR_Framework.apk' file.

This 'VR_Framework.apk' download is provided for students who want to test the framework, prior to enrolling into the course.

Usage:

- Push the left controller thumbstick forward/back for sliding movement.
- Push the left controller thumbstick left/right for rotating.
- Touch the left or right thumbstick (do not press them down) and swing your arms to experience arm swinging locomotion.
- Press the grab buttons one either controller to grab an interactable object. Note the haptic pulse.
- Grab the ladder or any container and climb up, walk to the edge and drop down to the floor. Note the smoothness of your fall.
- Grab the Hammer or the Axe and drop them into the inventory slots.
- Press the left Thumbstick button to cast out a teleport Ray. Whilst pressed rotate the left thumbstick button to see the teleport rays arrow pointer rotate. Upon release you will be teleported to the specific location and will be facing the direction you had your arrow pointer pointing towards.
- Click the menu button on the left controller to have your spatial ray pointer display. Point it at any of your 3D spatial buttons and press the Trigger button to see the buttons change state.  Press this menu button again to toggle off the spatial pointer.
- Approach the option buttons, toggle button, slider and interact with them directly using your hands.
- Activate the distance grab pointer by pressing the 'A' button on your right controller and  point towards an interactable object i.e. either the drill machine, axe or hammer and as soon as you see a blue pulsating reticle show up against the object pointed at, press the grab button of the specific controller, to have that object move into your hand. You can even open the drawer this way. Pressing the 'A' button again will toggle off the distance pointer.

Introduction Preview 00:41

Advantages of using VRTK 4 over Alternative SDKs for VR Development Preview 01:41

Setting up Oculus, and Unity XR SDKs Preview 17:44

Importing the VRTK 4 packages Preview 10:03

Introduction Preview 01:16

Setting up individual Camera Rigs Preview 04:32

Setting Up VRTKs Tracked Alias Preview 05:14

Configure your Oculus, OVR Camera Rig, and Test Spatial movement using your HMD Preview 04:23

The Object State Switcher, to manually switch between Camera Rigs in you Scene Preview 07:03

Introduction Preview 01:47

Interactor verses Interactable Preview 02:00

Setting up your Interactors Preview 02:14

Setting up Oculus Hands for Oculus Integration Preview 04:44

Setting up Custom Hands for Unity XR, and the Spatial Simulator Preview 09:07

Animating Custom Hands based on keyboard, and Controller input, Grab and Ungrab Preview 26:00

Animating Custom Hands based on keyboard, and Controller input, Thumbstick Preview 15:08

Setting up your Interactors to Grab objects, and setting up Velocity Trackers Preview 32:25

Introduction Preview 00:41

Picking Up Interactable Objects Preview 07:42

Setup Customized, Pickup Orientation handles, on Interactable Objects Preview 25:17

Adding Secondary Actions to Interactable Objects Preview 06:17

Introduction Preview 01:12

Instant and Dash Teleportation Preview 24:18

Setting up the Teleporter Preview 34:59

Setting up Teleport Targets, to cover large Distances Preview 23:43

Slide Movement and Rotation Preview 27:05

Arm Swinging Locomotion Preview 10:30

Setting up a Pseudo Body Preview 17:25

Climbing Objects, Tomb Raider style Preview 29:17

Introduction Preview 02:51

Setting up a Distance Grabber Preview 03:45

Setting up a Straight Pointer Preview 04:38

Activating and Deactivating the Distance Grabber, via a Button Press Preview 18:28

Introduction Preview 02:06

Setting up a Straight Pointer Preview 12:12

Setting up a Spatial, clickable Button Preview 13:25

Setting up a Spatial, Button Group Preview 09:27

Changing the appearance of your Spatial Buttons Preview 12:10

Setting up a Spatial, Toggle Button Preview 04:31

Setting up Spatial, Option Buttons Preview 08:23

Setting up a Slider Preview 13:44

Hacking your Straight Pointer, allowing it to Interact with your Slider Preview 26:40

Using your Hands to Interact with VRTKs Spatial Buttons Preview 07:36

Using Unity's 2D UI controls with VRTK Preview 22:24

Introduction Preview 01:06

Importing the Tool Holder UI, Unity Package, and setting up 2 new Work Tools Preview 08:31

Making the Axe and Hammer Interactable Preview 05:25

Setting up the Snap Zones Preview 10:16

Setting up Tooltips for the Snap Zones Preview 11:06

Setting up Rules that restrict entry into Snap Zones Preview 09:16

Setting up Holsters, that move about with the Player Preview 23:48

Introduction Preview 01:11

Creating a Steering Wheel Preview 59:54

Creating a Door Preview 21:30

Creating a Lever Preview 12:54

Exploring the Angular Joint Drive, Value Events, and creating Logic Objects Preview 28:14

Creating a Drawer Preview 05:37

Creating a simulated, spring Push Button Preview 09:54

Introduction Preview 00:19

Adding realistic Physics Hand collisions, to your Avatar hands Preview 11:30

Setting up a Unity Nav Mesh Area, as a valid Teleport Target Zone Preview 10:17

Obtaining Haptic feedback, upon Grabbing an Interactable Object (New) Preview 05:01

Outlining Interactable objects, using VRTKs Shaders, and Interactable Events Preview 09:55

Highlighting Interactable objects, using VRTKs Interactable Highlighter (New) Preview 03:53

Introduction Preview 02:53

Importing the Garden Path, Unity Package for your Game Preview 11:27

Setting up the requisite VRTK Components, within the Garden Scene Preview 16:37

Setting up Obstacle Objects Preview 17:08

Setting up your Ball to roll about freely, within the Garden path Preview 07:16

Setting up a Spatial Tooltip UI Object, to display a Countdown Timer Preview 06:18

Setting up the Countdown Timer Object, and learning about the Moment Processor Preview 13:21

Enhancing the Mini Game Preview 01:21