Unity VR Locomotion Fundamentals

Virtual Reality is one of the fastest growing sectors of commercial and entertainment technology. In this course you’ll learn the fundamentals of moving around VR environments and addressing the comfort considerations of your users.
Course info
Level
Intermediate
Updated
Sep 5, 2018
Duration
1h 4m
Table of contents
Description
Course info
Level
Intermediate
Updated
Sep 5, 2018
Duration
1h 4m
Description

Movement in virtual reality can be a tricky proposition, even for seasoned software developers. In this course, Unity VR Locomotion Fundamentals, you’ll learn how to let your users explore their virtual environments in comfort. First, you’ll set up a VR compatible starter project with Google Cardboard and integrate head movement and user input to move around the environment. Next, you’ll explore different teleportation techniques and finish off by implementing passive player movement. By the end of this course, you'll have implemented several VR locomotion techniques in Unity, and acquired the skills needed to continue on into more complex VR projects. Software required: Unity, Visual Studio.

About the author
About the author

Harrison Ferrone is a freelance software developer, instructor, and technical editor specializing in iOS and Unity development.

More from the author
Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hi everyone. My name is Harrison Ferrone, and I'd like to welcome you to Unity VR Locomotion Fundamentals. Most days I'm a freelance software developer and instructor specializing in Unity and iOS with a little technical editing on the side. Virtual reality is fast becoming one of the most exciting and potentially groundbreaking ways of creating immersive experiences, and all that starts with movement. Learn tried and true techniques and comfort considerations specific to VR by scripting different ways of moving around a 3D maze. Some of the major topics that we'll cover include setting up VR projects. We'll be using the latest Google cardboard SDK for head tracking and gaze; gaze-based movement, how to move at a constant speed in the direction you're looking; Waypoint and NavMesh teleportation, using Waypoint targets to move around in first person and a navigation mesh for third person scenarios; moving a player on rails, we'll reuse our Waypoint objects to create a path for our camera to follow. By the end of this course you'll have a solid foundation to bring first and third person movement into your VR projects. Before beginning the course you should be familiar with the C# programming language, and the basics of the Unity editor. The beginning Unity courses in our library can quickly get you caught up. I hope you'll join me on this journey to learn how to navigate VR landscapes with the Unity VR Locomotion Fundamentals course at Pluralsight.