Unity Certified User VR Developer Framework
Standards
| Standard | Description | |
|---|---|---|
| 1.1 | Implement Package Management for enabling VR including but not limited to the Package Manager and the Asset Store | Lessons |
| 1.2 | Configure Project Settings according to VR platform requirements | Lessons |
| 1.3 | Given a scenario, determine the appropriate rendering pipeline to use for a low- and/or a high-powered headset including but not limited to the HD Render Pipeline and Universal Render Pipeline | Lessons |
| 1.4 | Identify the default Unity object scale in relation to real-world scale | Lessons |
| 2.1 | Assess a VR UI based on Unity VR Best Practice including but not limited to comfort, menu creation and projection, and physical UI interaction a. https://learn.unity.com/tutorial/vr-best-practice# | Lessons |
| 2.2 | Given a scenario, determine the components needed for a user to physically manipulate objects a. Author notes: using colliders, triggers, and rigidbodies | Lessons |
| 2.3 | Compare the multiple types of head tracking found in common VR equipment and the Degrees of Freedom allowed by the equipment | Lessons |
| 2.4 | Given a scenario, determine the appropriate locomotion techniques to be used including but not limited to teleporting, constant movement, room scale, and stationary a. Author notes: Design decisions should be provided to user in the scenario | Lessons |
| 2.5 | Explain the use of Spatialized Sound and how to implement it | Lessons |
| 3.1 | Given a scenario, determine how to optimize a texture | Lessons |
| 3.2 | Identify the effect of poly count on run time | Lessons |
| 3.3 | Identity the effect of particles and visual effects on run time | Lessons |
| 3.4 | Identity the effect of lighting and shadows on run time | Lessons |
| 3.5 | Predict the effect of latency to the user experience | Lessons |