Live Online Tutorials
Courses are taught live twice a week for 90 minutes each. The live sessions will cover VR design, the Oculus SDK, spatial audio, the XR Interaction Toolkit, hand tracking, controller input, optimization, and other unique Oculus features to create immersive and engaging VR experiences. All project material will be yours to keep after each session.
Office hours are held live once a week for 90 minutes and are intended to give students support as they progress throughout the course.
Students are encouraged to bring questions which will be answered in real time. Troubleshooting, code logic, insights into design and more.
- Basic Unity experience
- Unity Version 2019 or greater (Free Download)
- A laptop or computer (Mac or PC) with internet connectivity
- Oculus Quest
- Oculus Link Cable
1 Getting Started with Oculus & Unity
In this section of the course, you will be introduced to the fundamentals of developing an Oculus Quest experience, by installing the Oculus development tools and integrating Oculus' libraries with Unity.
Learning Outcomes: Setting up and installing packages, enabling VR mode for PCVR, testing your applications using the Oculus Link cable, Oculus Developer Hub, tools to build and deploy an APK to the Quest.
2 Oculus SDK
Students will be taught how to use the Oculus SDK and the functionality that can be used right out of the box. Learn how to set up your Camera, Quickly test changes inside unity, and start developing your Quest application.
Topics: OVR Camera, OVR Build APK, OVR Quick Scene, and more SDK functionality.
3 Spatial Audio
In this section, you will learn how to integrate spatial audio inside Unity, how to design audio experiences for the Quest and how to optimize audio for performance.
Learning Outcomes: Spatial audio, audio design, optimization and performance, leveraging audio resources.
4 Interaction Toolkit
You will learn how to use Unity’s XR Interaction Toolkit to quickly integrate locomotion and interaction into your experience. Learn the best methods for integrating the XR Interaction Toolkit and the power of cross platform compatibility.
Learning Outcomes: XR Interaction Toolkit Setup, XR Rig and Controllers, Interactors and Interactables, Locomotion.
5 Oculus Hand Tracking
In this section, you will learn how to set up hand tracking using the Oculus SDK, how to design your hand experiences for VR, when to use hands and when to use controllers, and how to create simple gesture recognition for your application.
Learning Outcomes: Hand Tracking, Gesture Recognition, Hand Physics, and Hand Design
6Optimization and Deployment
In this section, you will learn how to optimize your experience for the Oculus Quest, how to use the tools provided by Oculus and Unity to debug your application's performance, and how to build and deploy your application.
Learning Outcomes: Project Settings, OVR Metrics Tool, Unity Profiler, Oculus for Business (OFB), and the Oculus Store.
March 2 - March 28
|11:30am-1:00pm||Pacific Time||Tuesdays and Thursdays|
Usman has worked with Unity for over 10 years. XR development combines his passion for problem solving and building innovative experiences.
Our Instructors are Unity Certified
Where our students work
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