Authorized Training Center. Unity Course Catalog

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1 Authorized Training Center Unity Course Catalog

2 INCAS Training is Germanys unique Unity Authorized Training Center (UATC). Benefit from the advantage to get trained by experienced and certified Unity trainers. INCAS Training has 20 years IT Training experience - with top marks in customer satisfaction! Get your Unity Certification: As Unity Authorized Certification Center (UACC) and Pearson VUE Test Center you can take every available Unity exam at INCAS Training. Incas Training: High-end IT-Training for Industry, Research and Commerce INCAS Training is your reliable partner for professional IT-Training since We have created a unique customer-oriented training program for our clients. We train across Germany at more than 70 locations, primarily employees of companies (B2B). Moreover we offer over different training sessions and are Microsoft, IBM, Oracle, Adobe, Maxon, Unity, Unreal etc. Partner. The team at INCAS Training loves and lives to successfully accompany our customers on the path of digitization. Your INCAS team will be happy to advise you! Unity Certified and prepared for the future INCAS training is Germanys first and only Unity Authorized Training Center (UATC). INCAS Training has 20 years IT Training experience - with top marks in customer satisfaction! We can help make you ready for Industry 4.0 The courses are aimed at decision-makers and aspiring developers who want to shape the xr future. In our training rooms, we are equipped with the latest graphic card technology and powerful VR-Ready hardware. Of course, AR and VR headsets are available for every participant. Our mobile classroom can also visit you at your premises! Classroom Training Our Unity courses are offered as instructor-led classroom trainings with a real Unity Certified Trainer because we believe that this is the most effective way to convey knowledge and to exchange experience. Course Location We can setup a classroom wherever you want with our mobile classroom with High-End Notebooks for InHouse training. Our regular classroom trainings are located in Krefeld, Germany, only 15 minutes from the Düsseldorf Airport. For Details see: 02

3 Contact: Stephan Otten, CEO, Silvia Greve, Key Account, phone: Unity Classroom Training Unity Basic Training 04 Introduction to C# programming for Unity 06 Realtime-optimized 3D Assets for Unity with Cinema 4D 08 FastTrack: VR Car Configurator with Unity and HTC Vive 10 FastTrack: Automotive State-of-the-art-service with HoloLens, Unity and Vuforia 12 Development with Unity on the Microsoft HoloLens Platform 14 Development with Unity on the Windows Mixed Reality Platform 17 Development with Unity on the HTC Vive Platform 20 Development with Unity on the Apple Augmented Reality Framework ARKit 23 Production Pipelines with Unity for the Microsoft HoloLens Plattform 26 Production Pipelines with Unity on the Windows Mixed Reality Platform 29 Production Pipelines with Unity for the HTC Vive Plattform 31 Real-World Interaction via marker tracking with Vuforia for the Microsoft HoloLens 33 Unity and Arduino based live communication solutions for trade shows and events 36 Photos: Fotolia, HTC, Microsoft, Unity 03

4 Unity Basic Training Real-time 3D development with Unity in the business environment The goal of this Unity Fundamentals training is to provide participants with an efficient introduction to the possibilities of this 3D engine. General 3D basics as well as the specific components of this modern real-time engine are practically taught on a project. This is gradually assembled and discussed intensively in the individual detail pieces. On the basis of the jointly produced final project, the versatile aspects of a 3D real-time production are discussed. The teaching templates used as well as the completion files created by the participants during the course will be handed over to the participants at the end of the course. These can then be used privately as well as commercially with the freely available Unity version from the manufacturer s homepage, in order, e.g. to further deepen the learned content. Target Audience Everyone requiring a well-founded access to the Unity development environment. Prerequisites Basic knowledge of image editing and 3D in general is rudimentary. Programming skills in C# are needed, but not essential, to complete the course content. But we strongly recommend reading a C # tutorial before starting this course. 04

5 Training content Basics of the user interface Scene View Game View Design-mode / run mode Attribute Inspector Project View Scene Hierachy Tree View Layouts Object Layers Project layout in the file system and export Help Files GameObjects Objects in Unity Transform Component Pivots Hierachy in SceneTree Other components 3D models Polygons and normals FBXImporter Prefabs Asset Packages Animations Material Material Types Textures and repetition Normal Maps Frame Overdraw Draw calls Lights Light types Pixel / Vertex Lighting Lightmaps Shadows (Unity Pro) Cameras Orthography / perspective Clipping plan Depths and ViewPort Several cameras in one scene RenderTextures (Unity Pro) Scripts and interaction GameObjects and attached scripts Further scripting options Duration: 3 Days Price: 1.290,00 Course Location: Krefeld Dates: Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de All Prices plus 19% VAT. 05

6 Introduction to C# programming for Unity Learn the necessary basics for creating interactive Unity applications During this three-day course participants without any prior knowledge of programming will learn the basics of programming and C#, which are necessary to take the leap from code sucks to code rules. In other words, you will be able to program your own applications. You will be made familiar with everything you need to know to get started with C# and Visual Studio, beginning with compiling your first console application. This course walks you through the basics of working with strings and numeric values. You will learn to execute functionality that is provided in 3rd party libraries as well as how to write your own methods. Classes, including class methods and properties are introduced, along with enum value types. You will learn to handle exceptions those unexpected conditions that your code would not otherwise know how to handle. Finally you will learn to create your own class library, which allows you to share your code across multiple projects. At the end of this training you are familiar with the characteristics of object-oriented programming languages, data types, operators, loops and variables, thus providing you with tools for your own programs and functions. You will learn how to use the knowledge gained to create your own functions, classes and scripts in Unity, so that you can put everything into practice. Target Audience Unity Developer Prerequisites No programming skills necessary 06

7 Training content Basics Overview of current programming Structure Charts languages Variables and constants Number systems Functions and processes Data types Events Commands and expressions Trouble shooting Operators Data structures: trees, lists, etc. Conditions and loops Algorithms: recursion etc. Basics of object orientated programming Compound data types Event handlers Classes Inheritance Namespace Instances Handling of exceptions Exceptions References Debugging Systematic approach Basics of structured and standardised programming Top-Down-Draft and modularization Duration: 3 Days Price: 980,00 Course Location: Krefeld Dates: Draft and documentary resources Program design Practical exercises General In Unity Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de All Prices plus 19% VAT. 07

8 Realtime-optimized 3D Assets for Unity with Cinema 4D Performance optimization in Unity through optimized workflows In this workshop, you will learn the basics of the game engine-optimized preparation of 3D objects with Cinema 4D. You will be trained to use Maxon s 3D software and work with efficient techniques, specialized tools and workflows. After a brief excursion into the importance of Game Engine optimized assets and a general introduction to Cinema 4D, you will be able to create simple 3D objects and optimize existing objects. You will create and modify geometry, evaluate and improve their division, assign new material slots and learn different approaches to UV mapping and texture baking. You ll also learn the basics to create simple animations for Unity. At the end of this training, you will be able to prepare existing or purchased 3D objects for use in game engines such as Unity. You can mend and fix existing defects directly on the 3D model, expand objects, define new materials and create animations. You will also be able to export these changes efficiently into Unity. Target Audience Game developers, architects, designers, 3D developers (engineering, visualization, architecture, game development, etc.). Prerequisites Basic knowledge of the construction and manipulation of 3D models is required (polygons, materials, textures, shaders). 08

9 Training content Basic 3D-Asset-Creation Game-optimized working Navigation in the 3D-Viewport Creation of simple geometry Possibilities for manipulating geometry Basic topology Smooth/Reduce geometry Fixing of Backface Culling Defining Material-Slots Basic UV-Mapping Basic Texture Baking Basic Bodypaint Alternative methods for bump and normal maps in Photoshop Export Static Mesh Basic Rigging Basic Animation Export Skeletal Mesh / Animation Import C4D or FBX into Unity Material optimization in Unity Duration: 3 Days Price: 980,00 Course Location: Krefeld Dates: Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de All Prices plus 19% VAT. 09

10 FastTrack: VR Car Configurator with Unity and HTC Vive Learn how to build a car configurator in only three days In this Unity training you will learn how to use the Unity Editor, design 3D apps and implement them. The training consists of several small projects to drive exploration of the Unity functions available to rapidly prototype 3D applications for virtual reality. After learning the basics of Unity and VR, we will create a Virtual Reality Car Configurator to consolidate the gained knowledge and illustrate the workflow of real world Unity projects. In the end this course we will provide the users with the ability to develop a typical car configurator scenario for the HTC Vive in Unity and give a comprehensive insight into the necessary preparation, so that a complete project can be seamlessly visualized on this platform. Target Audience Innovation Labs, Engineers, Automotive Industry. Prerequisites Basic understanding of 3D geometry (What is a vector? What does it mean when these are added / subtracted?) is necessary. Knowledge of any programming language is very helpful to quickly get started with C#. 10

11 Training content Unity Basics Introduction to the Unity Editor Scene setup GameObjects, Components and Prefabs C# Scripting Rapid Prototyping Physics Standard Assets Interactions between Player and Environment Materials and 3D assets UI elements Virtual Reality HTC Vive configuration SteamVR Toolkit Teleportation VR interactions Duration: 3 Days Price: 1.590,00 Course Location: Krefeld Dates: Project Car Configurator A virtual showroom with a car and controls to configure e.g. color, rim types, and so on. Logic UI Implementation Deployment Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de All Prices plus 19% VAT. 11

12 FastTrack: Automotive State-of-the-art-service with HoloLens, Unity and Vuforia Augmented reality support for car service and maintenance procedures In this technology and software training you will learn how to use the Unity Editor to build and design AR applications for Microsoft HoloLens using Vuforia image recognition. By using the Microsoft HoloLens it is possible to carry out various repair and maintenance work on components of cars, without having detailed knowledge of the car itself. Holograms generated in the HoloLens visualize the individual steps to be taken during the service activity. Through image recognition, HoloLens is able to superimpose the virtual world over the real world so that the holograms can be displayed directly on the components of the car. Step by step instructions for service and maintenance can be easily implemented. The main goal of this training is to give you a solid understanding of the Unity functions and how they work together. Together we will create a service app with on screen instructions for a car mechanic. This gives you a detailed insight into the workflow of creating AR applications. Target Audience Innovation Labs, Engineers, Automotive Industry. Prerequisites Basic understanding of 3D geometry (What is a vector? What does it mean when these are added / subtracted?) is necessary. Basic Knowledge of any object oriented programming language is required to follow the C# programming in this training. 12

13 Training content Unity Basics Introduction to the Unity Editor Scene setup GameObjects, Components and Prefabs C# Scripting Rapid Prototyping Physics Standard Assets Interactions between Player and Environment Materials and 3D assets UI elements Augmented Reality HoloLens configuration Microsoft MixedReality-Toolkit Spatial perception User interactions Duration: 5 Days Price: 2.490,00 Course Location: Krefeld Dates: Vuforia License and Database Setup Marker Tracking Object Placement Project Engine Service A few visual markers are used to present on screen instructions for maintenance of engine parts. These instructions can consist of context-based text or animations. Logic UI Implementation Deployment Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de All Prices plus 19% VAT. 13

14 Development with Unity on the Microsoft HoloLens Platform Introduction to Augmented Reality-Development with the Microsoft HoloLens The aim of this course is the introduction into the Augmented Reality development on the Microsoft Holo- Lens. The creation of real-time applications happens in Unity. The course outlines the technical production of 3D-content as well as discussing the necessary interactive programming to create complete Unity-Scenes. This should provide the users with the ability to develop typical scenarios for the HoloLens in Unity and receive comprehensive insight into the necessary preparation, so that a complete project can be seamlessly visualized on this new platform. The course is laid out over three days. Target Audience User Interface-developer, engineers, 3D-developer. Prerequisites Attendees must have some experience with Unity and have a basic understanding of programming in C#. Rudimentary knowledge of the theoretical background of 3D graphics is necessary as well as hands-on experience regarding 3D content creation, functionalities and scene creation in Unity. 14

15 Training content Basic Project Structure What should be paid attention to in Unity when creating a project with the HoloLens? What settings are supported in Augmented Reality and what effects do they have? Unity in holographic emulation mode To ensure a smooth development with short turnaround times a comprehensive emulation mode of the HoloLens features is provided in Unity. Here environments can be viewed in a polygonal manner at runtime. Mastering this mode is the key to fast success in production. Deployment on the HoloLens Completed projects have to be made available on the devices. Here we discuss how. Positioning of objects in 3D space via dynamic anchors In a pre-existing scene, the static elements are not the only things that are present. To be able to make changes to the scene layout at runtime, one must understand the underlying transform mechanisms. Duration: 3 Days Price: 1.590,00 Course Location: Krefeld Dates: Dynamic instantiation of objects at runtime The preparation of objects for usage at runtime in the HoloLens demands certain preparation and Unity know-how in the development of so called prefabs. This will be discussed in detail. Dynamic movement and interaction How can one make things interactively usable beyond the mere placement in space? The corresponding prefab strategies and script interactions will be taught. Through this, complex object display can be realized together with the included functions. «Under the hood»: Detailed development of real-time graphics Polygons, normal, tangents: What are Polygons, the fundamental components of 3D computer graphics? What important components do they have and how can one use them? All Prices plus 19% VAT. 15

16 Triangles, Quads, N-Gons and tessellation: The structural development of polygon models is extremely important to ensure an adequate display. What do you have to pay attention to and how can one assess this situation? UV-Sets and Textures: In order to display a surface of a model in detail, it is often necessary to have pictures and figurative wallpapers, which must be placed onto the model. This is important to achieve a real impression. Shaders and Materials: Finally, the actual surface finish to make the end result as nice as possible. Best practices for the display of object structures When you have customer data, it is often questioned how it should be treated to ensure the correct display. Details and experiences are exchanged here to ensure a smooth production process. Framerate difficulties and troubleshooting Often, it is not trivial, but rarely difficult to recognize details that stop a production. The most popular problems are summarized briefly and we learn methods to eradicate such obstacles from the very beginning. Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de 16

17 Development with Unity on the Windows Mixed Reality Platform Introduction to Unity Development for Windows Mixed Reality Headsets This course provides students with the opportunity to develop, create and deploy mixed reality projects using the Microsoft MR solution. Students will setup 3D scenarios using the tools needed to visualize complex scenes and behaviours. This will enable them to build and publish a working MR solution from scratch. Included are an understanding of the VR display device, input devices, how to setup controllers to interact with the scene, and subsystems in Unity eg: Animations, sound and programming. The underlying topics are generally applicable across a broad spectrum of industries, f.e. automotive, construction, games or any kind of commercial visualization. Target Audience User Interface-developer, engineers, 3D-developer. Prerequisites Attendees must have some experience with Unity and have a basic understanding of programming in C#. Rudimentary knowledge of the theoretical background of 3D graphics is necessary as well as hands-on experience regarding 3D content creation, functionalities and scene creation in Unity. Duration: 3 Days Price: 1.590,00 Course Location: Krefeld Dates: All Prices plus 19% VAT. 17

18 Training content Basic Project Structure What should be paid attention to in Unity when creating a project with Windows Mixed Reality? What settings are supported in Mixed Reality and what effects do they have? The creation of a Unity project for use with Microsoft MR Setup of a specific enviroment for Microsoft MR solutions inside Unity is discussed and the relevant project structures and settings are explored. This incorporates a proper integration of version control and explanation of the various paradigms found in a Mixed Reality production. Deployment of the project to the target devices Limitations and proper handling of the hardware is the focus of this module. After setup of the project we re using the new environment to publish a first demo to the desired Univeral Windows Platform (UWP) output device. The positioning of 3D objects in the real word To make proper use of the Virtual Reality environment, we need to understand the Unity process necessary to structure a scene and furnish it with 3D objects. To seemlessly integrate any geometry into the Microsoft Mixed Reality, various concepts have to be understood first. The ability of the MR solutions to sense it s surroundings and accessing specific data of this kind is explained in detail. Combining the devices abilities as well as a solid Unity scene setup is key to any visualization. Dynamic instantiation at runtime Not everything in the scene can be setup before the application is started on the output device. To be able to change the scene layout or introduce new geometry, dynamic instantiation has to be incorporated at runtime. We discuss the handling of Unity for these situations. This will incorporate Prefabs, object hierarchies and performance considerations. Input in a Mixed Reality scenario Regular input devices like mouse or keyboard are not present in the MR scenario and are substituted by voice commands, gaze directions and tracking controllers. How to apply these special input vectors to a proper 3D application needs to be understood and is discussed here. 18

19 Understanding realtime 3D graphics in detail To visualize any desired setting in a Mixed Reality scenario, it is important to understand the underlying concepts of the displayed 3D graphics as well as their benefits and limitations in production. Various concepts like basic polygons making up the geometry, UV set mapping and textures, shaders and materials as well as lighting setups are discussed and used to refine the look of the output application. Best practices for production in Microsoft MR The ability to avoid the most common pitfalls in production is a very worthwile skill. Experience allows for swift execution of a production idea and in this module we learn how to apply the best fitting strategy to the correct situation. This will allow the students to side step any pitfalls that might otherwise show up down the road. Troubleshooting problems with framerate and performance Productions often suffer from many kinds of ill-tuned assets which show up as playback problems at application runtime. Programming code can be tricky to manage as well. Therefore the students need a solid footing in the ability to troubleshoot and debug their own productions. This is explained in detail in this module. Topics like the profiler and graphical debugging are incorporated as analysis tools for further study of the project internas. Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de All Prices plus 19% VAT. 19

20 Development with Unity on the HTC Vive Platform Introduction to VR-Development on the HTC Vive The aim of this course is the introduction to Virtual Reality development on the HTC Vive. The creation of real-time applications happens in Unity. The course outlines the technical production of 3D-content as well as discussing the necessary interactive programming to create complete Unity-Scenes. This will provide the users with the ability to develop typical scenarios for the HTC Vive in Unity and receive a comprehensive insight into the necessary preparation, so that a complete project can be seamlessly visualized on this new platform. Target Audience 3D Developers from all areas (Game development, Visualization, Architecture etc.). Prerequisites Participants should be able to create and understand scripts in C#. Practical experience in setting up scenes and functions in Unity is essential. Existing software design and mathematical knowledge (especially vectors in 3D space) are advantageous but not absolutely necessary. Practical knowledge about the basic construction of 3D graphics on a polygonal basis is necessary. Details regarding the present platform are covered in the course. 20

21 Training content Basic Project Structure What should be paid attention to in Unity when creating a project with the HTC Vive. What settings are supported in Virtual Reality and what effects do they have? Unity as a Virtual Reality Environment To ensure a smooth development with short turnaround times a comprehensive emulation mode of the HTC Vive is provided in Unity. Here environments can be viewed in a polygonal manner at runtime. Mastering this mode is the key to fast success in production. SteamVR Software and Asset Store Packages To be able to develop with Steam for the HTV Vive, third party software must be integrated outside of Unity as well as inside the project to make the hardware completely accessible. Deployment on the HTC Vive Completed projects need to be made available as EXE on the devices. Here we discuss how. Duration: 3 Days Price: 1.590,00 Course Location: Krefeld Dates: Positioning of objects in 3D space with physical interaction In a pre-existing scene, the static elements are not the only things that are present. To be able to make changes to the scene layout at runtime, one must understand the underlying transform mechanisms in detail. How are Physics-effects applied and what should one pay attention to during the dynamic development? VRTK as an initial assistance when building the environment Just developing the scene is not enough for usability. With VRTK as a tool we will learn how to make objects tangible and usable. Thus, a static environment becomes a dynamic scene. Dynamic instantiation of objects at runtime The preparation of objects for usage at runtime in the HTC Vive demands certain preparation and Unity know-how in the development of so called prefabs. This will be discussed in detail. All Prices plus 19% VAT. 21

22 Scene-dynamics and animation: How can one make things interactively usable beyond the simple placement in space? The corresponding prefab strategies and script interactions will be taught. This also enables the implementation of complicated object representations together with their functions. Framerate difficulties and troubleshooting: Often, it is not trivial, but rarely difficult to recognize details that stop a production. The most popular problems are summarized briefly and we learn methods to eradicate such obstacles from the very beginning. Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de 22

23 Development with Unity on the Apple Augmented Reality Framework ARKit Introduction in Augmented Reality development for Apple mobile devices with ARKit This course provides students with introductory knowledge about Apple s ARKit and Augmented Reality development, on ios 11 devices like iphones or ipads. It covers a basic approach to setting up an ARKit system in Unity, that is then deployed via XCode to an accompanying device for evaluation. This serves as the foundation for the development of convincing AR applications, that integrate 3D graphics seamlessly with a live video feed of a handheld device. Topics like world and feature recognition via the video feed, placement of objects, as well as practical examples for many other AR topics will be demonstrated. Producing interaction with the placed objects is elaborated in the course as a further means of enhancing the AR experience. The ios platform and its complex ecosystem is a key focus in this course and should provide new developers with a jumpstart in this popular class of devices. Duration: 3 Days Price: 1.590,00 Course Location: Krefeld Dates: Target Audience Interface-developer, engineers, 3D-developer. Prerequisites Attendees must have experience in C# development in Unity and have an understanding of setting up Unity scenes for deployment. Theoretical background about 3D coordinate systems and Augmented Reality theory in general is needed, and understanding of 3D geometry and shaders is a plus. Prior ios development knowledge is a plus. All Prices plus 19% VAT. 23

24 Training content ios Development with Unity The development with ios is a complex challenge in the use of Unity to build AR applications. Codesigning and long development cycles are a common problem for many new developers who try to enter the Apple ecosystem. We learn in this training how to deal with device registration, XCode settings, Apple developer profiles, certificate generation and TestFlight publication. Unity is used as a basis for correct scene generation. An entire pipeline from editor to playback device will be explained. AssetStore Conditions and ARKit Plugins Unity is only one of the key elements for the development with ARKit. A part of the magic happens inside internal libraries on the Apple ios website, which need to be available in Unity first. We explain the usage of the AssetStores to integrate a correct ARKit integration plugin and use this knowledge to build our first ARKit connections. Prerequisites for a good AR experience Video integration has its own set of problems and limitations associated with it. Lighting conditions for feature recognition, data precision of extracted features and various other pre-requisites have to be understood, to start a well functioning AR experience. We will discuss the various ways to apply AR to a real world situation and show problematic scenarios that have to be anticipated in development. World Recognition and ARKit background How does the ARKit sense the world and make it possible for us, to integrate our 3D scene into the live video feed? We will take a look at the underlying principle of visual-intertial odometry and the resulting abilities of the recognition algorithms for connecting our hierarchy to the displayed backdrop. Coordinate systems are a key element to combine objects seamlessly with the sensed 3D point cloud data of the ARKit. Intersection hit-testing and dynamic objects Once we have a sense of our surroundings, it is crucial to be able to test for a valid point in the background space, so we can use the intersection to dynamically create a new object at this position. Instantiation is the key to this and together with Prefabs we will discuss a setup for cloning content into our runtime 3D scene. This enables us to place things in the world displayed by the video picture. Plane recognition and anchoring ARKit provides us with various high level information, that we can exploit for positioning purposes. Planes allow us to apply orientation on content according to the surfaces of tables, walls, etc. Dynamic anchoring 24

25 then makes these content elements move and position themselves accordingly in conjunction with the background scene. How to set this up, so it is connected to the various desired GameObjects, is a critical step for placing stuff in a fixed manner in the scene. Light estimation and occlusion For a seamless integration when the content is placed, an estimation of the displayed lighting situation in the video feed is necessary. Fortunately, ARKit provides the user with some data of the light scenario. We then discuss ambient light influences on the content in Unity and integrate the ARKit results. Occlusion is another topic needed for convincing positioning of the prefabs, since they need to hide behind walls or occluding real world elements like tables and such. The ARKit interface to this ability is discussed in detail as well. Debugging and visualizing the world around you Often it s easier to understand a scenario if it is graphically described in a visual overlay. How to show what ARKit is actually doing provides us with the benefit of understanding faulty behaviour in placement and orientation of our objects. This is done by visualizing certain properties of the underlying point-cloud detection and using these informations for a better insight into a displayed scenario. Performance constraints of mobile devices Mobile development presents us with special challenges in performance, since a lot of information has to be processed and displayed on a tiny handheld device in the application of Augmented Reality. Proper 3D geometry and performance constraints on logic and behaviours are paramount to allow for a smooth execution with high framerates on the devices. Since there is also a video feed involved, further processing overhead is present. We will discuss typical performance hogs and how to circumvent them. Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de 25

26 Production pipelines with Unity for the Microsoft HoloLens Plattform Advanced Augmented Reality Production for the Microsoft HoloLens In this workshop we will realize with a group of experienced HoloLens developer an entire production pipeline. This course will provide students with the ability to create and publish high quality 3D visualizations of content in the Unity engine by utilizing Physically Based Rendering (PBR) assets. The generated output is platform neutral and can be applied to any application type, being it head-mounted displays like Microsoft Hololens, desktop, mobile or any AR/VR/MR scenario. In the end of the training you will be able to realize a HoloLens production from A to Z. Target Audience Students who are already experienced in producing Unity content with textured 3D graphics coming from various companion packages like Cinema, 3ds Max, Blender, Maya, etc. Prerequisites Attendees must have completed basic Unity training and exhibit a solid understanding of the programming process to apply to their scenes for proper interactivity. Cross-application knowledge in 3D packages for modeling and texturing 3D graphics is needed to be able to follow the graphical parts of the course. 26

27 Training content Geometry exchange between Unity and other software packages Getting the right geometry into Unity via any of the commercially and freely available software packages can be quite tricky. What transfers into Unity and how is the key to setting up the content in Unity for proper shading. The pitfalls of geometry formats are discussed and practical applications of the exchange is shown. Animation transport and separation of mesh shells are some of the deep topics discussed here. Polygons, Textures and UV sets Setting up geometry and it s various properties like normals and shading discontinuities is a basic requirement to have clean surfaces to display. Proper textures and their access in shaders are a very important point to accurately display good looking objects in Physically Based Rendering. UV coordinates and their grouping into sets allows for flexibility when shading an object. The module discusses setup of all these relevant parts in a genralized form across applications and how they re actually used and accessed in Unity through their shader interfaces. Duration: 3 Days Price: 1.590,00 Course Location: Krefeld Dates: Shaders and Materials Understanding the shaders and their corresponding materials inside of Unity is the next step for completing the visualization. Here, all parts are integrated into a complete renderpass, taking surfaces, textures, lights and other influences to produce properly shaded pixel output. These concepts need to be understood at every turn to get the right output from the right input. Physically Based Rendering in theory The finishing touches for displaying special effects like glare and proper anti-aliasing is the domain of post-effects that are applied to the final output of the scene rendering. The module show examples of Unity s abilities to gloss up the final picture. Performance is an important consideration in this scenario and will be investigated by the students. All Prices plus 19% VAT. 27

28 Post-Processing of content The finishing touches for displaying special effects like glare and proper anti-aliasing is the domain of posteffects that are applied to the final output of the scene rendering. The module show examples of Unity s abilities to gloss up the final picture. Performance is an important consideration in this scenario and will be investigated by the students. Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de 28

29 Production Pipelines with Unity on the Windows Mixed Reality Platform Learn to create a complex application for Windows Mixed Reality Learn in this three-day workshop how to apply the right workflows from the first idea to the complete interactive VR-application. This course will provide students with the ability to create and publish high quality 3D visualizations of content in the Unity engine by utilizing Physically Based Rendering (PBR) assets. The generated output is platform neutral and can be applied to any application type, being it head-mounted displays like Microsoft Hololens, desktop, mobile or any AR/VR/MR scenario like Windows Mixed Reality. In the end of this training you are able to realize a Windows Mixed Reality production from planning to release. Target Audience User Interface-developer, engineers, 3D-developer. Prerequisites Attendees must have completed basic Unity training (or comparable knowledge) and exhibit a solid understanding of the programming process to apply to their scenes for proper interactivity. Cross-application knowledge in 3D packages for modeling and texturing 3D graphics is needed to be able to follow the graphical parts of the course. Duration: 3 Days Price: 1.590,00 Course Location: Krefeld Dates: All Prices plus 19% VAT. 29

30 Training content Geometry exchange between Unity and other software packages Getting the right geometry into Unity via any of the commercially and freely available software packages can be quite tricky. What transfers into Unity and how is the key to setting up the content in Unity for proper shading. The pitfalls of geometry formats are discussed and practical applications of the exchange is shown. Animation transport and separation of mesh shells are some of the deep topics discussed here. Polygons, Textures and UV sets Setting up geometry and it s various properties like normals and shading discontinuities is a basic requirement to have clean surfaces to display. Proper textures and their access in shaders are a very important point to accurately display good looking objects in Physically Based Rendering. UV coordinates and their grouping into sets allows for flexibility when shading an object. The module discusses setup of all these relevant parts in a genralized form across applications and how they re actually used and accessed in Unity through their shader interfaces. Shaders and Materials Understanding the shaders and their corresponding materials inside of Unity is the next step for completing the visualization. Here, all parts are integrated into a complete renderpass, taking surfaces, textures, lights and other influences to produce properly shaded pixel output. These concepts need to be understood at every turn to get the right output from the right input. Physically Based Rendering in theory The finishing touches for displaying special effects like glare and proper anti-aliasing is the domain of posteffects that are applied to the final output of the scene rendering. The module show examples of Unity s abilities to gloss up the final picture. Performance is an important consideration in this scenario and will be investigated by the students. Post-Processing of content The finishing touches for displaying special effects like glare and proper anti-aliasing is the domain of posteffects that are applied to the final output of the scene rendering. The module show examples of Unity s abilities to gloss up the final picture. Performance is an important consideration in this scenario and will be investigated by the students. Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de 30

31 Production pipelines with Unity for the HTC Vive Plattform Use the HTC Vive for your VR business applications Learn in this three-day workshop how to apply the right workflows from the first idea to the complete interactive VR-application. This course will provide students with the ability to create and publish high quality 3D visualizations of content in the Unity engine by utilizing Physically Based Rendering (PBR) assets. The generated output is platform neutral and can be applied to any application type, being it head-mounted displays like Microsoft Hololens, desktop, mobile or any AR/VR/MR scenario like HTC Vive. In the end of this training you are able to realize HTC Vive production from planning to release. Target Audience User Interface-developer, engineers, 3D-developer. Prerequisites Attendees must have completed basic Unity training (or comparable knowledge) and exhibit a solid understanding of the programming process to apply to their scenes for proper interactivity. Cross-application knowledge in 3D packages for modeling and texturing 3D graphics is needed to be able to follow the graphical parts of the course. Duration: 3 Days Price: 1.590,00 Course Location: Krefeld Dates: All Prices plus 19% VAT. 31

32 Training content Geometry exchange between Unity and other software packages Getting the right geometry into Unity via any of the commercially and freely available software packages can be quite tricky. What transfers into Unity and how is the key to setting up the content in Unity for proper shading. The pitfalls of geometry formats are discussed and practical applications of the exchange is shown. Animation transport and separation of mesh shells are some of the deep topics discussed here. Polygons, Textures and UV sets Setting up geometry and it s various properties like normals and shading discontinuities is a basic requirement to have clean surfaces to display. Proper textures and their access in shaders are a very important point to accurately display good looking objects in Physically Based Rendering. UV coordinates and their grouping into sets allows for flexibility when shading an object. The module discusses setup of all these relevant parts in a genralized form across applications and how they re actually used and accessed in Unity through their shader interfaces. Shaders and Materials Understanding the shaders and their corresponding materials inside of Unity is the next step for completing the visualization. Here, all parts are integrated into a complete renderpass, taking surfaces, textures, lights and other influences to produce properly shaded pixel output. These concepts need to be understood at every turn to get the right output from the right input. Physically Based Rendering in theory The finishing touches for displaying special effects like glare and proper anti-aliasing is the domain of posteffects that are applied to the final output of the scene rendering. The module show examples of Unity s abilities to gloss up the final picture. Performance is an important consideration in this scenario and will be investigated by the students. Post-Processing of content The finishing touches for displaying special effects like glare and proper anti-aliasing is the domain of posteffects that are applied to the final output of the scene rendering. The module show examples of Unity s abilities to gloss up the final picture. Performance is an important consideration in this scenario and will be investigated by the students. Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de 32

33 Real-World Interaction via marker tracking with Vuforia for the Microsoft HoloLens Introduction to Augmented Reality development with Vuforia on the Microsoft HoloLens This course provides students with an introduction to Vuforia Augmented Reality applications based on live video feed marker tracking. The positioning of 3D content via customizable marker images merges the scene content in a seemless way with the video picture and allows for astonishing augmentation of reality with virtual objects. The course elaborates on detailed ways to setup the tracking mechanism itself as well as specific prefab and scene setup for adding interaction to the placed objects. As a versatile, but simple to use technique for AR production, this allows new developers to jump right into this topic with a shallow learning curve. Target Audience The target audience are developers intending to start on Augmented Reality development with Unity and Vuforia on mobile devices or desktop computers. Duration: 3 Days Price: 1.590,00 Course Location: Krefeld Dates: Prerequisites Students need an understanding of Unity basics and programming knowledge in C#. Prior experience in Augmented Reality development is a plus. All Prices plus 19% VAT. 33

34 Training content Unity Vuforia integration explained As a target platform for Unity, Vuforia provides complex 2D and 3D marker tracking within an arbitrary video feed. This is based on the search for specific images and silhouettes within a video picture. We discuss the basic requirements for this and configure our Unity scene for initial deployment. AssetStore involvement To gain access to the core samples of the Vuforia SDK, Unity provides specific AssetStore packages for integration into a newly setup project. We will explore the available material and integrate the basic SDK system into our Unity project. Prerequisites for a good tracking experience Video is a tricky medium to work with in realtime 3D and needs a certain understanding of problematic scenarios arising in the process of image recognition. Lighting behaviour and feature recognition in the markers play a big part in successfully tracking any target live image. What constitutes a good marker and what to avoid is valuable knowledge to any AR production with Vuforia. We will show good marker properties based on example and show the different effects when tracking turns out to be problematic. Cameras and scene properties To allow for a correct display of content, the viewing camera has to be configured to work with the Vuforia video feed. We will show how to set this up and work with the correct components for scene display. Image Target and prefabs Image targets are the main tracking entities for positioning scene content. Depending on markers and the target geometry to display, it allows us to position a prefab geometry on top of the tracked marker features. Creating specific prefabs for display is a key element for making the displayed content accessable for the desired animations. Hierarchy grouping and coordinate systems provide us with the freedom to manipulate the prefabs inherent content in a later stage. Cylinder Targets and Multi Targets Flat image targets are not the only trackable content in Vuforia. Mildly distorted images on cylindrical objects can be tracked via Cylinder targets and combined tracking markers made up from more than one image are possible as well. We will look at these features in detail and provide examples for real-world scenarios. 34

35 Object recognition A very useful feature is the ability of Vuforia, to recognize previously registered object shapes within the video feed. This allows for a variety of three dimensional marking situations and provides the developer with a useful tool for many handheld AR applications. The process for this is explained and the scene setup is elaborated in detail. Animations and interacting with positioned prefabs Simply placing something on a marker is usually not enough for a complex AR interaction scenario. Prefabs have to be designed to carry logic and animations to execute at a later stage of the experience. We will look at Mecanim animation scenarios in conjunction with Vuforia and the necessary script logic to be able to interact with the Augmented Reality application. This will create an interesting experience for the AR user and allow us as developers to implement complex scenarios. Registration Interested in classroom or on premise training? Enroll now! or mail: unity@incas-training.de All Prices plus 19% VAT. 35

36 Unity and Arduino based live communication solutions for trade shows and events Connect the physical and the virtual world with the market leader Arduino In this five-day workshop, you will receive the tools to develop installations for trade shows, events or showrooms that will make the visitor part of the brand experience. In this professional workshop you will learn how to easily create the bridge between the world of sensors and controls as well as the real-time graphics and sound of Unity by means of easily accessible electronics. What you only hear or see is quickly forgotten. What you experience, however, remains bound. You first get to know the relevant basics in Unity. How does Unity work, how do you import 3D objects and how do you bring them to life? Then you look at the interfaces. These are addressed (in both directions) via the Arduino Physical Computing Platform and logically linked to light installations, motors, sensors or controllers. A sensible combination of media technology elements, audiovisual systems and kinetics creates completely new possibilities! This course focuses on programming and hardware around Arduino. Attending a Unity Basic training does not replace this training. An Arduino starter kit is included in the price. Target Group Innovation Labs, Engineers, Automotive Industry, Event specialists, Marketing specialists, Stand builder, Agency employees. Prerequisites Basic understanding of 3D geometry (What is a vector? What does it mean when these are added / subtracted?) is necessary. Basic Knowledge of any object oriented programming language is required to follow the C# and C programming in this training. 36

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