Getting Started with Unity and AR/VR for the .NET Developer
summary
Shows how to assemble a working VR prototype in Unity using the SteamVR plugin (OpenVR/OpenXR) plus a player prefab, snap-turn script and teleportation prefabs to build a small dungeon game with grabbing and collectibles; adds voice via dictation/keyword recognizers and calls to Azure Cognitive Services (LUIS) for natural language, and hand tracking via the Mixed Reality Toolkit on Oculus Quest. Emphasizes performance fixes (baked lights, mark static, avoid GetComponent in Update) and the 90 fps target.
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chapters (28)
- 0:00Start
- 2:33Introducing Mixed Reality
- 3:53Taxonomy of Mixed Reality Visual Displays
- 9:09How Can We Design for Augmented Virtual Reality
- 10:06Three Types of Illusion
- 10:34Plausibility
- 11:08Representation of Your Body
- 13:01Game Engines
- 14:08Web Technologies
- 15:21Interactions
- 17:36Locomotion
- 20:16Enabling Your Project for Virtual Reality
- 24:00Add a Representation of the Player
- 25:26Snap Turn
- 28:15Teleport Point
- 28:33Teleport Area
- 30:56Windows Mixed Reality Headset
- 33:23Using the Keyword Recognizer in Unity
- 36:57Dictation Recognizer
- 42:33Performance
- 44:06Baked Lights
- 45:43Hand Tracking
- 46:22Mixed Reality Toolkit
- 47:05Hand Tracking with Oculus Quest Using the Mixed Reality Toolkit
- 47:50Import the Oculus Sdk via the Oculus Sdk
- 50:17Hololens
- 52:43Remote Rendering
- 54:50Key Takeaways
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