Virtual Reality with Unity Engine, Google Cardboard and Oculus Rift Course Overview

Virtual Reality with Unity Engine, Google Cardboard and Oculus Rift Course Overview

The "Virtual Reality with Unity Engine, Google Cardboard, and Oculus Rift" course is a comprehensive learning path designed for individuals interested in creating immersive VR experiences. Throughout the course, learners will gain a deep understanding of virtual reality fundamentals, VR hardware and software, as well as human physiology and perception as they relate to VR.

Starting with the basics of VR in Module 1, the course progresses through practical lessons on using the Unity Editor, designing and manipulating game objects, and creating rich 3D environments. Learners will explore the intricacies of visual perception, including depth, motion, and color, which are crucial for crafting believable virtual worlds.

In later modules, students delve into more complex topics such as lighting, cameras, game design, collision detection, and animations. The course also covers audio integration and particle systems to add realism to VR scenes. A special focus on Unity Integration with VR platforms like Oculus Rift ensures that participants can build and deploy their own VR applications.

By the end of the course, learners will have hands-on experience creating and optimizing VR experiences, preparing them for further exploration or professional opportunities in the field of virtual reality.

This is a Rare Course and it can be take up to 3 weeks to arrange the training.

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4-Hour Sessions

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  • Live Online Training (Duration : 40 Hours)
  • Per Participant
  • Guaranteed-to-Run (GTR)
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♱ Excluding VAT/GST

Classroom Training price is on request

  • Live Online Training (Duration : 40 Hours)
  • Per Participant

♱ Excluding VAT/GST

Classroom Training price is on request

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Course Prerequisites

To successfully undertake the Virtual Reality with Unity Engine, Google Cardboard, and Oculus Rift course offered by Koenig Solutions, the following minimum prerequisites are recommended:


  • Basic understanding of computer operation and file management.
  • Fundamental knowledge of programming concepts (variables, loops, and basic syntax), preferably in C#.
  • Basic familiarity with 3D mathematics (vectors, coordinate systems) is helpful but not mandatory.
  • Interest in virtual reality and game development.
  • Willingness to learn new software tools and technologies.
  • Access to a computer system capable of running Unity and VR software.
  • (Optional) Experience with any game engine, particularly Unity, is advantageous but not required.

These prerequisites ensure that participants can effectively engage with the course content and fully benefit from the training.


Target Audience for Virtual Reality with Unity Engine, Google Cardboard and Oculus Rift

Explore the realm of virtual reality with our comprehensive course, tailored for aspiring VR developers and tech enthusiasts seeking to master Unity, Google Cardboard, and Oculus Rift.


  • Game Developers and Programmers


  • VR Content Creators and Designers


  • Unity Engine Learners


  • Software Engineers interested in VR technology


  • Computer Science Students and Educators


  • 3D Artists and Animators


  • UI/UX Designers focusing on VR experiences


  • AR/VR Specialists and Consultants


  • Interactive Media Designers


  • Tech Hobbyists with a focus on VR gaming and applications


  • Professionals in Simulation and Training industries


  • Entrepreneurs looking to create VR-based startups


  • Research and Development personnel in tech companies


  • Multimedia Producers interested in immersive content


  • Game Testers and Quality Assurance Analysts




Learning Objectives - What you will Learn in this Virtual Reality with Unity Engine, Google Cardboard and Oculus Rift?

Course Introduction:

This course provides a comprehensive understanding of Virtual Reality development with Unity, Google Cardboard, and Oculus Rift, focusing on both technical skills and design principles.

Learning Objectives and Outcomes:

  • Grasp the fundamental concepts of Virtual Reality, its history, and modern VR experiences.
  • Understand the hardware and software requirements for VR development, including human physiology and perception as it relates to VR.
  • Learn the principles of visual perception, including depth, motion, and color, and how these principles are applied in VR.
  • Gain proficiency in using the Unity Editor to navigate and manipulate the Unity Scene View for VR development.
  • Master the use of Unity's Game Objects and Transform components to create interactive 3D environments.
  • Develop knowledge of 3D models, textures, shaders, and materials to enhance the visual appeal of VR worlds.
  • Acquire skills in terrain generation and texturing to create immersive landscapes and environments.
  • Implement lighting, cameras, and layers in Unity to establish mood and perspective in VR applications.
  • Understand the principles of game design, world creation, gamification, and playtesting within the context of VR.
  • Learn how to manage collisions, triggers, and raycasting to create interactive and responsive VR experiences.
  • Create and manipulate Prefabs to streamline VR development workflows.
  • Design and implement user interfaces specifically for VR applications, understanding the unique challenges of VR UI/UX.
  • Utilize Unity's Particle System to add visual effects, and learn how to animate objects and characters to bring life to VR scenes.
  • Integrate audio effectively in VR, including spatial audio sources and audio scripting to enhance immersion.
  • Construct a VR game with coin collection mechanics, focusing on design, entity behavior, and control schemes.
  • Explore the process of publishing and deploying VR applications, including scene management and building settings in Unity.
  • Examine VR project examples to understand practical implementations, including gaze control and working with VR sample assets.
  • Learn how to integrate Unity with Oculus Rift, harnessing the Oculus SDK for field of view rendering and interaction.