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Authorized Training Center

Authorized TrainingCenter

Unity Course Catalog

02

Incas Training: High-end IT-Training for Industry,Research and CommerceINCAS Training is your reliable partner for professional IT-Training since 1998. 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 3.000 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 futureINCAS 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 4.0The 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 TrainingOur 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 LocationWe 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: www.mixed-reality-training.com/en/

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 Certi-fication: As Unity Authorized Certification Center (UACC) and Pearson VUE Test Center you can take every available Unity exam at INCAS Training.

03

Contact:Stephan Otten, CEO, [email protected] Greve, Key Account, [email protected]: +49 2151 36625 0 www.mixed-reality-training.com/en/

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 RealityFramework ARKit 23

Production Pipelines with Unity for the Microsoft HoloLensPlattform 26

Production Pipelines with Unity on the Windows Mixed RealityPlatform 29

Production Pipelines with Unity for the HTC Vive Plattform 31

Real-World Interaction via marker tracking with Vuforia for theMicrosoft HoloLens 33

Unity and Arduino based live communication solutions for tradeshows and events 36

Photos: © Fotolia, HTC, Microsoft, Unity

Unity Basic TrainingReal-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 indi-

vidual 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 parti-

cipants 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 AudienceEveryone requiring a well-founded access to the Unity development environment.

PrerequisitesBasic 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

All Prices plus 19% VAT.

05

Duration:3 Days

Price: €1.290,00

Course Location: Krefeld

Dates:08.08. – 10.08.201810.10. – 12.10.201812.12. – 14.12.201813.02. – 15.02.201915.04. – 17.04.2019

Training contentBasics 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

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

06

Introduction to C# programming for Unity Learn the necessary basics for creating interactive Unity applicationsDuring this three-day course participants without any prior knowledge of programming will learn the ba-

sics 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 applica-

tion. 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. Clas-

ses, 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 hand-

le. 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 AudienceUnity Developer

PrerequisitesNo programming skills necessary

Duration:3 Days

Price: € 980,00

Course Location: Krefeld

Dates:16.07. – 18.07.201810.09. – 12.09.201812.11. – 14.11.201814.01. – 16.01.201911.03. – 13.03.2019

All Prices plus 19% VAT.

07

Training contentBasics• 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

Draft and documentary resources• Program design

Practical exercises• General

• In Unity

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

08

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 approa-

ches 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 AudienceGame developers, architects, designers, 3D developers (engineering, visualization, architecture, game

development, etc.).

PrerequisitesBasic knowledge of the construction and manipulation of 3D models is required

(polygons, materials, textures, shaders).

Duration:3 Days

Price: € 980,00

Course Location: Krefeld

Dates:23.07. – 25.07.201817.09. – 19.09.201819.11. – 21.11.201823.01. – 25.01.201920.03. – 22.03.2019

All Prices plus 19% VAT.

09

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

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

FastTrack: VR Car Configurator with Unity and HTC ViveLearn 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 AudienceInnovation Labs, Engineers, Automotive Industry.

PrerequisitesBasic understanding of 3D geometry (What is a vector? What does it mean when these are added / subtrac-

ted?) is necessary. Knowledge of any programming language is very helpful to quickly get started with C#.

10

Training contentUnity 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

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

All Prices plus 19% VAT.

Duration:3 Days

Price: € 1.590,00

Course Location: Krefeld

Dates:04.07. – 06.07.201803.09. – 07.09.201805.11. – 09.11.201809.01. – 11.01.201904.03. – 06.03.2019

11

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

FastTrack: Automotive State-of-the-art-service with HoloLens, Unity and VuforiaAugmented 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 work-

flow of creating AR applications.

Target AudienceInnovation Labs, Engineers, Automotive Industry.

PrerequisitesBasic understanding of 3D geometry (What is a vector? What does it mean when these are added / subtrac-

ted?) is necessary. Basic Knowledge of any object oriented programming language is required to follow the

C# programming in this training.

12

All Prices plus 19% VAT.

Training contentUnity 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

Vuforia• License and Database Setup

• Marker Tracking

• Object Placement

Project Engine ServiceA few visual markers are used to present on screen instructions for main-

tenance of engine parts. These instructions can consist of context-based

text or animations.

• Logic

• UI

• Implementation

• Deployment

Duration:5 Days

Price: € 2.490,00

Course Location: Krefeld

Dates:09.07. – 13.07.201810.09. – 14.09.201812.11. – 16.11.201811.02. – 15.02.201915.04. – 19.04.2019

13

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

Development with Unity on the MicrosoftHoloLens 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 AudienceUser Interface-developer, engineers, 3D-developer.

PrerequisitesAttendees 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

All Prices plus 19% VAT.

Training contentBasic 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 com-

prehensive emulation mode of the HoloLens features is provided in Uni-

ty. 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.

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 place-

ment in space? The corresponding prefab strategies and script interac-

tions 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 compo-

nents of 3D computer graphics? What important components do they

have and how can one use them?

Duration:3 Days

Price: € 1.590,00

Course Location: Krefeld

Dates:06.08. – 08.08.201808.10. – 10.10.201810.12. – 12.12.201811.02. – 13.02.201915.04. – 17.04.2019

15

• 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.

16

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

All Prices plus 19% VAT.

Duration:3 Days

Price: € 1.590,00

Course Location: Krefeld

Dates:06.08. – 08.08.201808.10. – 10.10.201810.12. – 12.12.201811.02. – 13.02.201915.04. – 17.04.2019

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 solu-

tion from scratch. Included are an understanding of the VR display device,

input devices, how to setup controllers to interact with the scene, and sub-

systems 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 AudienceUser Interface-developer, engineers, 3D-developer.

PrerequisitesAttendees must have some experience with Unity and have a basic under-

standing 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.

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 explana-

tion 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 hierar-

chies 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

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 worth-

wile 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 pro-

ject internas.

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

All Prices plus 19% VAT.

19

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 typi-

cal 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 Audience3D 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.

Development with Unity on the HTC Vive Platform Introduction to VR-Development on the HTC Vive

20

Duration:3 Days

Price: € 1.590,00

Course Location: Krefeld

Dates:06.08. – 08.08.201808.10. – 10.10.201810.12. – 12.12.201811.02. – 13.02.201915.04. – 17.04.2019

Training contentBasic 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 com-

prehensive emulation mode of the HTC Vive is provided in Unity. Here

environments can be viewed in a polygonal manner at runtime. Maste-

ring 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.

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

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 complica-

ted 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 pro-

blems are summarized briefly and we learn methods to eradicate such obstacles from the very beginning.

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

22

Development with Unity on the Apple Augmented Reality Framework ARKitIntroduction 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 ap-

plications, 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 expe-

rience. 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.

Target AudienceInterface-developer, engineers, 3D-developer.

PrerequisitesAttendees must have experience in C# development in Unity and have an

understanding of setting up Unity scenes for deployment. Theoretical back-

ground about 3D coordinate systems and Augmented Reality theory in ge-

neral is needed, and understanding of 3D geometry and shaders is a plus.

Prior iOS development knowledge is a plus.

All Prices plus 19% VAT.

Duration:3 Days

Price: € 1.590,00

Course Location: Krefeld

Dates:

22.08. – 24.08.201824.10. – 26.10.201819.12. – 21.12.201825.02. – 27.02.201924.04. – 26.04.2019

23

Training contentiOS Development with Unity• The development with iOS is a complex challenge in the use of Unity to build AR applications. Code-

signing 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 un-

derstood, 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 ac-

cordingly 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. Fortunate-

ly, 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 positio-

ning 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 orientati-

on of our objects. This is done by visualizing certain properties of the un-

derlying 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 hand-

held 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.

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

Production pipelines with Unity for the Microsoft HoloLens PlattformAdvanced Augmented Reality Production for the Microsoft HoloLens

In this workshop we will realize with a group of experienced HoloLens developer an entire production pipe-

line. 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 AudienceStudents who are already experienced in producing Unity content with textured 3D graphics coming from

various companion packages like Cinema, 3ds Max, Blender, Maya, etc.

PrerequisitesAttendees 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

Duration:3 Days

Price: € 1.590,00

Course Location: Krefeld

Dates:02.07. – 04.07.201803.09. – 05.09.201805.11. – 07.11.201809.01. – 11.01.201904.03. – 06.03.2019

All Prices plus 19% VAT.

Training contentGeometry 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 ap-

plications 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 shad-

ing 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 con-

cepts 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 out-

put 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.

28

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

Post-Processing of content• 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.

Production Pipelines with Unity on the Windows Mixed Reality PlatformLearn to create a complex application for Windows Mixed Reality

29

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 produc-

tion from planning to release.

Target AudienceUser Interface-developer, engineers, 3D-developer.

PrerequisitesAttendees must have completed basic Unity training (or comparable know-

ledge) and exhibit a solid understanding of the programming process to ap-

ply 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:02.07. – 04.07.201803.09. – 05.09.201805.11. – 07.11.201809.01. – 11.01.201904.03. – 06.03.2019

All Prices plus 19% VAT.

Training contentGeometry 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 pro-

per 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 ac-

curately 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 comple-

ting 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 under-

stood 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.

Post-Processing of content• 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.

30

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

Production pipelines with Unity for the HTC Vive PlattformUse the HTC Vive for your VR business applications

All Prices plus 19% VAT.

31

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 AudienceUser Interface-developer, engineers, 3D-developer.

PrerequisitesAttendees must have completed basic Unity training (or comparable

knowledge) and exhibit a solid understanding of the programming pro-

cess to apply to their scenes for proper interactivity. Cross-application

knowledge in 3D packages for modeling and texturing 3D graphics is nee-

ded to be able to follow the graphical parts of the course.

Duration:3 Days

Price: € 1.590,00

Course Location: Krefeld

Dates:02.07. – 04.07.201803.09. – 05.09.201805.11. – 07.11.201809.01. – 11.01.201904.03. – 06.03.2019

Training contentGeometry 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 pro-

per 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 requi-

rement 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 comple-

ting 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 under-

stood 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.

Post-Processing of content• 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.

32

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

Real-World Interaction via marker tracking with Vuforia for the Microsoft HoloLensIntroduction to Augmented Reality development with Vuforia on the Microsoft HoloLens

All Prices plus 19% VAT.

Duration:3 Days

Price: € 1.590,00

Course Location: Krefeld

Dates:15.08. – 17.08.201817.10. – 19.10.201819.12. – 21.12.201825.02. – 27.02.201924.04. – 26.04.2019

This course provides students with an introduction to Vuforia Augmented Re-

ality 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 augmenta-

tion 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 AudienceThe target audience are developers intending to start on Augmented Reality

development with Unity and Vuforia on mobile devices or desktop computers.

PrerequisitesStudents need an understanding of Unity basics and programming know-

ledge in C#. Prior experience in Augmented Reality development is a plus.

33

Training contentUnity Vuforia integration explained• As a target platform for Unity, Vuforia provides complex 2D and 3D marker tracking within an arbitrary vi-

deo 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 proper-

ties 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

All Prices plus 19% VAT.

Object recognition• A very useful feature is the ability of Vuforia, to recognize previously regis-

tered 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 ani-

mations to execute at a later stage of the experience. We will look at Me-

canim 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.

35

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

Unity and Arduino based live communication solutions for trade shows and eventsConnect 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 show-

rooms 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 con-

trollers.

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 GroupInnovation Labs, Engineers, Automotive Industry, Event specialists, Marketing specialists, Stand builder,

Agency employees.

PrerequisitesBasic understanding of 3D geometry (What is a vector? What does it mean when these are added / subtrac-

ted?) is necessary. Basic Knowledge of any object oriented programming language is required to follow the

C# and C programming in this training.

36

All Prices plus 19% VAT.

Duration:5 Days

Price: € 2.490,00

Course Location: Krefeld

Dates:20.08. – 24.08.201822.10. – 26.10.201817.12. – 21.12.201825.02. – 01.03.201922.04. – 26.04.2019

Training content• Basics of the Unity user interface

• GameObjects, 3D models

• Materials, lights, cameras

• Scripts and interaction

• Introduction to the Arduino microcontroller

• Structure of Arduino Uno

• Overview of the programming

• Processor, USB, power, pins for input and output

• Brightness sensors, pressure sensors,

potentiometers and others

• Construction of simple configurations for controlling LEDs or LCD displays

• Programming with Processing

• Control of

• LEDs or LCD displays via Unity

• external servos and a stepper motor via Unity

• Control from Unity via Sensors, potentiometers e.g.

37

RegistrationInterested in classroom or on premise training? Enroll now!

www.mixed-reality-training.com/en/ or mail: [email protected]

Unity CertificationsINCAS Training offers individual preparation courses for the Unity Certifications

Unity Certified Developer (Foundation – available until end of 2018)The Unity Certified Developer certification verifies that candidates have the skills

necessary to setup a Unity projekt and know the basic principles of Unity development.

This exam will be replaced by the new following both exams:

Unity Certified Programmer (Foundation)Unity Certified Programmer is a professional certification for entry-level to mid-level

programmers and graduating post-secondary students seeking programming roles in

a variety of industries.

Unity Certified 3D Artist (Foundation)Unity 3D Artist certification helps entry to mid-level artists across all industries validate

their abilities and demonstrate their commitment to professional standards.

Unity Certified Expert Gameplay Programmer (Advanced)This certification validates that you have the advanced skills necessary to effectively

execute the game design and optimize the game.

Unity Certified Expert Technical Artist: Rigging & Animation (Advanced)The Expert Technical Artist: Rigging & Animation certification verifies that candidates

have the skills necessary to effectively integrate rigging and animation assets into a

game.

Unity Certified Expert Technical Artist: Shading & Effects(Advanced)The Shading & Effects Technical Artist certification verifies that candidates have the skills

necessary to effectively implement the look, style, theme and aesthetics of the game.

INCAS Training und Projekte GmbH & Co. KG | Europark Fichtenhain A 15 | 47807 KrefeldTel.: +49 2151 36625-0 | Fax: +49 2151 36625-29 | www.incas-training.de | [email protected]

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Authorized Training Center