Become a VR Developer With Unity 3D

Learn how to create amazing VR experiences for the HTC Vive and Oculus Touch.

Recommended by Teachable







  • 50+ step-by-step video lessons
  • 9+ hours of content
  • Exclusive access to the private student community for the course
  • Mobile and tablet friendly
  • Completely self-paced
  • Full lifetime access
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Teachable Best Price Guarantee™

If you find it cheaper anywhere else, we'll refund you the difference.

Your Outcome

You will learn how to develop virtual reality games using Unity 3D

By taking the Unity VR Developer Course you're going to be able to make your own room-scale or seated VR games with Unity and get them ready for distribution on the app stores or find a job as a VR developer. After taking the course you're going to be in a prime position to take advantage of the rapidly accelerating growth of VR and get your content out into the hands of users.

By following along in this project-based course you're going to get a useful, practical, finished result - a Zombie Shooter game! This course is also well organized topically, so you'll be able to refer back to the lectures and easily find help on a particular topic.

In addition to lifetime access to the course content, by enrolling in the Unity VR Developer Course you will receive exclusive access to the VR Dev School Slack Group. This is group is made up of hundreds of serious VR developers who want to help each other and share their tips, tricks and struggles.

What can you do after taking this course?

VR is going to have an impact on many industries including entertainment, healthcare, education and technology. While the focus of this course is currently on making games, the application of the skills you will learn extend and translate far beyond that. 3D engines like Unity are becoming the work horses of the VR economy so after taking this course you're going to be fully prepared to tackle new challenges in VR application design and content creation. What you do with that powerful knowledge and how you contribute to the VR ecosystem is up to you and your imagination.

VR is the most compelling medium ever invented. Hardware costs are dropping and this new medium is already exploding into the mainstream. Don't miss out on what is projected to be a $70B industry by 2020. Get started creating your apps, games and experiences right now.

Normally, in-person live training courses for Unity and VR costs $10,000 (this is the price of an 8 week course in San Francisco). And any online course for a small market of cutting-edge tech early adopters would normally cost at least $900. Heck, even a ticket to a conference with a couple of short workshops is around $500! That's simply the price you pay to get early access to what will be an exponentially growing market. We want to help grow the VR developer community and enable more developers to get involved so we're not going to ask you to pay another $900 after you just bought a Vive or a Rift and a new GTX 970 or better GPU.

This course currently offers more than 50 lectures and 9 hours of content and we're planning at least another 25 lectures and 3 hours of content before we consider it finished. By enrolling below you will get lifetime access to the course, all the course updates and a private Slack group invite for only $297!

What Students Say

"Very nice intro to VR with Unity! Keep them coming, please!"

Gregory Brown

"Love these tutorials. You had my heart at 'clever girl'."

Michael Carney

"Great tutorials. Inspiring me to get a project started!"

Mike MiIler

Course Curriculum


  • Course Welcome and Overview
  • Course Resources
  • Video Playback Speed and Settings (0:26)
  • What's new in Unity 5.4 (11:46)
  • What's new in Unity 5.5 and Steam VR 1.2.0 and how to update (11:46)
  • What's new in Unity 5.6 (12:10)
  • What's new in Unity 2017.1, 2017.2 and Steam VR 1.2.2 and how to update (10:57)
  • What's new in Unity 2018.1 and 2018.2 and updating (4:14)

Getting Started - Your First Room Scale VR Scene

  • Get Unity and explore Developer Resources (5:37)
  • Install SteamVR Runtime through Steam (5:00)
  • Setup the HTC Vive and SteamVR for Unity (5:14)
  • Understand the SteamVR Camera Rig (8:17)
  • Convert an existing Camera for SteamVR (13:54)
  • Support for Room Scale and Seated VR Experiences (8:20)
  • Updating the Steam VR Plugin (2:40)

Build and Run a Simple Scene for the Oculus Rift

  • Build and Run a Simple Scene for the Oculus Rift (7:19)

Interacting with Objects Using the Motion Controllers

  • Hit the ball - The moment you've been waiting for (9:54)
  • Input Events from the Vive Controllers (20:08)
  • Pick up an Object: Parent the Transform (11:37)
  • Throw an Object Parented to the Controller (14:58)
  • Pick up an Object: Use a FixedJoint (16:27)
  • Using Prefabs to create multiple instances of an object (8:56)
  • Using Tags to identify 'Interactable' objects (10:56)
  • Haptic Feedback (11:26)
  • Make a Haptic Feedback Pattern (9:10)
  • Distinguishing between 'Left' and 'Right' Controllers (6:08)

Gaze Interaction

  • Gaze Interaction Using Raycasts (12:58)
  • Accessing the Unity API Docs from Visual Studio (2:28)
  • Reticles (7:11)
  • Positioning the Reticle on a GameObject (17:53)
  • Scaling the Reticle (4:42)
  • Draw the Reticle on top using a Custom Shader (11:27)

Gamepad Inputs and Interaction

  • Xbox Controller Input (21:21)

Beginning Your First Room Scale VR Game

  • Building your game for Windows PC (4:22)
  • Zombie Shooter Overview (9:54)
  • Update to Unity 5.4
  • Level and World Design using Unity Terrain (12:14)
  • A Zombie with a Nav Mesh Agent (10:33)
  • A more Zombie, Zombie (22:29)
  • VRInteractiveItem and VREyeRaycaster (25:55)
  • Withering Gaze - A cure for H1Z1 (14:28)
  • Polishing our Withering Gaze (26:36)

Laser Pointers and Controller Event Systems

  • How to make a VR Laser Pointer (23:31)
  • Build an extensible Motion Controller Event system (8:44)
  • Update for Steam VR 1.2.0 style events (9:58)
  • Turn Withering Gaze into Withering Lase (13:40)
  • Extending the ControllerEvents Script (7:40)


  • Teleportation (21:21)
  • SteamVR Interaction System Teleportation (5:51)
  • Flying - How to use Physics Forces to Fly (14:06)
  • Walking - How to use the Touchpad Axis (14:02)
  • Fast Motion Teleportation (15:42)
  • VR First Person Character Controller (7:03)

User Interfaces

  • World Space Menu UI using the SteamVR Interaction System featured in 'The Lab' (19:21)
  • More uGUI World Space Menu UI Examples (3:35)
  • Controller UI - Button Hints (14:45)
  • How to make a VR Backpack Inventory UI (15:19)
  • Linear drivers and Sliders (17:41)

Advanced Object Interactions

  • Make a cabinet with sliding drawers (14:57)
  • Changing the look of the Controller Part 1: Textures (14:46)
  • Changing the look of the Controller Part 2: Render Models (15:38)
  • Replacing the controller with an object: Item Packages (25:20)
  • Shooting Bullets (9:57)
  • Reloading the Weapon (7:25)
  • Planned Curriculum: Swords
  • Planned Curriculum: Bow and Arrow
  • Planned Curriculum: Controller Gesture Recognition
  • Planned Curriculum: Driving IK from tracked objects

Performance Optimization

  • Performance Requirements for VR
  • Using the Unity Profiler (3:47)
  • Planned Curriculum: Render models and poly counts
  • Planned Curriculum: Low latency loading
  • Planned Curriculum: Frame timings and latency
  • Planned Curriculum: Common performance problems
  • Planned Curriculum: Optimizing Assets for VR

Audio in VR

  • Planned Curriculum: 3D Positional Audio (this will be more than one lecture)

Using the SteamVR Mixed Reality Camera

  • Planned Curriculum: Background Theory and Motivation
  • Planned Curriculum: Equipment
  • Planned Curriculum: Setup and calibration
  • Planned Curriculum: Recording
  • Planned Curriculum: Post processing

Course Wrap Up

  • Review and Next Steps
  • Wrap Up

Your Instructor

Lee Wasilenko

Lee is the founder of VR Dev School and co-founder of Orange Bridge Studios, makers of the top selling VR game End Space. He became obsessed with making VR experiences since getting an Oculus Rift DK2 in 2014. As someone who enjoys constantly learning and sharing his findings, Lee started VR Dev School with the intention of making VR development accessible for students of all skill levels.

Frequently asked questions

When does the course start and finish?

The course starts now and never ends! It is a completely self-paced online course - you decide when you start and when you finish.

What if I am unhappy with the course?

We offer a Risk Free Guarantee so if you are unsatisfied with your purchase contact us in the first 30 days and we will give you a full refund. Unfortunately due to technical restrictions with our payments provider this guarantee does not apply to the Monthly Payment Plan option. See the text on that plan for more details.

How long do I have access to the course?

How does lifetime access sound? After enrolling, you have unlimited access to this course for as long as you like - across any and all devices you own.

Do I need a Vive or an Oculus to take this course?

You can certainly do a lot of the course without having an Vive or Rift in your hands yet and with the updates coming in Unity 2017.2 you will be able to do even more. But of course, to test the code (especially where controller input is required) you will need to have the hardware. We recommend having access to a Vive or Oculus Rift to get the most out of this course.

When will all of the content for this course be completed?

We want to be very clear that not all of the scheduled content for this course is available yet. There is over 9 hours of content already in the course so far, but there are a few sections we are still working on. We plan to have those sections completed by Spring 2018 and will then circle back and update some of the older lectures. If for any reason in the next 30 days you decide that this course is not for you there is a no-questions-asked refund policy. From the free mini-courses you already know the quality of the content Lee has put out is high and combined with the refund policy this is a no risk purchase. The 9 hours of content already in the course more than justifies the cost and the upcoming content will enhance the value of your enrollment.

Do I need experience with Unity and C# or 3D graphics before taking this course?

Since there is a dire need for VR specific Unity training and a huge wealth of Unity basics material out there, we expect at least a little familiarity with Unity and with an Object Oriented programming language. That said, when concepts you should know arise, Lee will briefly review them and will point you at the relevant Unity docs page in the lecture notes in case you need to pause and brush up. We've designed the course so that if you have completed some of the official Unity tutorials you'll be just fine in this course.

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