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Unity Certified User VR Developer Standards Mapping


Game Design in Unity (Bailey)

14 Standards in this Framework 5 Standards Mapped 35% Mapped to Course

Standard Lessons
1.1 Implement Package Management for enabling VR including but not limited to the Package Manager and the Asset Store
1.2 Configure Project Settings according to VR platform requirements
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
1.4 Identify the default Unity object scale in relation to real-world scale
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.
2.2 Given a scenario, determine the components needed for a user to physically manipulate objects a. Author notes: using colliders, triggers, and rigidbodies
2.3 Compare the multiple types of head tracking found in common VR equipment and the Degrees of Freedom allowed by the equipment
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
2.5 Explain the use of Spatialized Sound and how to implement it
  1. 7.5 Sound Effects
3.1 Given a scenario, determine how to optimize a texture
  1. 9.1 Model Creation
3.2 Identify the effect of poly count on run time
  1. 9.1 Model Creation
3.3 Identity the effect of particles and visual effects on run time
  1. 7.4 Particle Systems
3.4 Identity the effect of lighting and shadows on run time
  1. 7.3 Lighting Effects
3.5 Predict the effect of latency to the user experience