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Unity: Building VR User Interfaces

Unity: Building VR User Interfaces

3h 8mIntermediate2020-11-16

Authors

Roger Miller

Roger Miller

Owner and Principal Engineer at Collective Mass

Course details

The explosion of growth and innovation in the virtual reality (VR) industry has led some to describe it as the next level in computing. In this course, discover how to create meaningful interactions for users of VR content. Join instructor Roger Miller as he shows how to use Unity to create intuitive user interfaces for VR on the Oculus Quest. Learn about critical visualization tools and concepts for VR. Explore the technological and psychological implications of common UX interface elements like heads-up displays, reticles, and dialogs. Learn about considerations like viewing distance and creating UI for the whole body. Plus, discover how to set up mipmaps, implement basic teleportation to navigate your 3D world, and much more.

Skills covered

Real-TimeGame DevelopmentUnityVisualization and Real-TimeAECProduct and ManufacturingSoftware DevelopmentDeep Dive (X:Y)

Concepts

0. Introduction

  • 01 - Understand and master the principles of great UI in VR using Unity
  • 02 - What you should know
  • 03 - How to use the exercise files

1. Getting Set Up with Oculus

  • 04 - Download and install Unity
  • 05 - Preparing Unity for Oculus
  • 06 - Installing the Oculus SDK
  • 07 - Set up the base scene
  • 08 - Publishing to the Quest

2. Heads-Up Display

  • 09 - VR UI overview
  • 10 - Creating a simple canvas
  • 11 - To the edge of vision
  • 12 - Distance from the eye
  • 13 - Occlusion strategy

3. Reticle and Interaction

  • 14 - What is a reticle and why do you need it
  • 15 - Creating a simple reticle
  • 16 - Reworking the HUD as a logging console
  • 17 - Preparing the buttons
  • 18 - Adding interaction to the console
  • 19 - Customizing the reticle
  • 20 - The usefulness of a ray pointer

4. UI for the Whole Body

  • 21 - A true UI paradigm shift
  • 22 - Setting up a palette
  • 23 - Adding buttons to your palette
  • 24 - Finishing up laying out the palette
  • 25 - Adding visual fidelity functionality
  • 26 - Sampling and antialiasing
  • 27 - Haptic feedback

5. VR Dialogs

  • 28 - Why worry about dialogs
  • 29 - Laying out the dialog
  • 30 - Simple head tracking dialog setup
  • 31 - Input masking
  • 32 - Using an overlay to get attention
  • 33 - Animating the overlay
  • 34 - Adding animation to the dialog
  • 35 - Reworking the dialog to fade in

6. 2D UI in a 3D World

  • 36 - Getting around
  • 37 - Adding a teleport marker
  • 38 - A better occlusion strategy
  • 39 - Updating the dialog animation with occlusion
  • 40 - Mipmaps and filtering
  • 41 - Putting a bow on it

Conclusion

  • 42 - Next steps

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