Standards in this Framework
Standards Mapped
Mapped to Course
Standard | Lessons |
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1.1
Implement Package Management for enabling VR including but not limited to the Package Manager and the Asset Store |
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1.2
Configure Project Settings according to VR platform requirements |
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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 |
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1.4
Identify the default Unity object scale in relation to real-world scale |
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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# |
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2.2
Given a scenario, determine the components needed for a user to physically manipulate objects a. Author notes: using colliders, triggers, and rigidbodies |
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2.3
Compare the multiple types of head tracking found in common VR equipment and the Degrees of Freedom allowed by the equipment |
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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 |
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2.5
Explain the use of Spatialized Sound and how to implement it |
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3.1
Given a scenario, determine how to optimize a texture |
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3.2
Identify the effect of poly count on run time |
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3.3
Identity the effect of particles and visual effects on run time |
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3.4
Identity the effect of lighting and shadows on run time |
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3.5
Predict the effect of latency to the user experience |
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