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24 maart 2026

How to toggle Between VR and Non-VR Cameras in Unity

Limitations of testing VR interactions with the simulator While the XR Device Simulator allows us to simulate a VR experience, it should not be used to test VR interactions. For instance, you can try and test interactions like grabbing and rotating different objects e.g. grab a fruit or twist a valve. If you manage to get the inputs right from the mouse and keyboard, you will notice that it is hard to operate and can even feel inaccurate at times. There is simply a major difference between mouse and keyboard input and tracking input from the VR headset and controllers. For validation of the VR interactions and user experience, it is essential to use the VR headset and controllers. On the other hand, the XR device simulator is easy to use for early (or frequent) testing and debugging. Main Concepts XR Device Simulator in Unity VR camera vs. non-VR camera usage Toggling between VR and non-VR modes for testing Learning Goals Understand how to switch between VR and non-VR cameras in Unity Learn how to use the XR Device Simulator to test VR scenes without a headset Know how to control the simulated rig using keyboard and mouse inputs Key Takeaways The XR Device Simulator allows VR scene testing without a physical headset Toggling the Device Simulator on switches Unity to non-VR camera mode Disabling the Device Simulator reverts back to the VR camera for headset use The simulator supports basic movement and interaction testing, though it can be clunky Further Exploration Search for “Unity XR Interaction Toolkit” Search for “Unity XR Device Simulator setup” Search for “Testing VR applications without headset in Unity” Explore Unity’s Input System for VR and non-VR controls

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

Deploy VR Project in Unity to the Meta Quest

Main concepts Unity VR Template as a preconfigured starting point for VR projects Core VR components such as XR Origin, interactables, UI, and teleportation Required VR systems: XR runtime, interaction system, and VR-ready player setup XR Plugin Management and OpenXR as the VR runtime solution Project Validation and interaction profiles for correct VR configuration Learning goals After this lesson, learners will be able to: Explain why the Unity VR Template is used as a reference project Identify key VR components in the hierarchy, such as XR Origin and interactables Describe the three core requirements for running VR in Unity Enable and configure XR Plugin Management and OpenXR Use Project Validation to detect and fix VR configuration issues Key takeaways The VR Template provides a clean, ready-to-use VR foundation Only one XR Origin should be active in a scene at any time OpenXR enables communication between Unity and the MetaQuest headset Interaction profiles are required for controller and hand tracking to work Project Validation helps ensure the project is compatible with VR and OpenXR Further exploration Search terms: Unity VR Template overview XR Plugin Management Unity OpenXR interaction profiles MetaQuest Unity XR Project Validation Next steps: Apply the same VR settings to the course project Experiment with different interaction profiles, including hand tracking Explore XR Interaction Toolkit samples and starter assets Review render mode options if visual issues occur

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

Configurable Features in Unity

This collection is part of the "Development Tools" module belonging to the ShareXR course from the BMS Lab, University of Twente

Document

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler

24 maart 2026

Set up Unity for VR Experiences

This collection is part of the "Development Tools" module belonging to the ShareXR course from the BMS Lab, University of Twente.

Document

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

How to onboard and support an immersed user

Recommendations and guidelines for first-time VR users (research context) Explain what to expect before putting on the headset Briefly describe what the person will see and hear in VR, and reassure them that they can stop at any time. Check comfort and safety first Ensure the headset fits comfortably, the straps are not too tight, and the play space is clear of obstacles. Start with a calm, simple environment Avoid overwhelming visuals or fast movement during the first experience. Begin with a neutral or static scene. Introduce controls gradually Explain one interaction at a time, such as pointing or selecting, before introducing more complex actions. Encourage slow movements Ask the participant to move their head and body slowly to reduce the risk of discomfort or motion sickness. Maintain verbal contact throughout Stay in communication, regularly asking how they feel and offering guidance while they explore. Observe body language and reactions Watch for signs of discomfort, confusion, or anxiety, and be ready to pause or stop the experience if needed. Normalize uncertainty and mistakes Let participants know it’s normal to feel unsure or awkward during their first VR experience. Provide an easy exit option Clearly explain how to remove the headset or exit the experience if they want to stop. Debrief after the experience Ask how it felt, what was clear or unclear, and address any concerns before continuing or ending the session. These guidelines help ensure a safe, supportive, and positive first VR experience, especially in research and educational settings.

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

Adding UI Elements to your scene

Main concepts UI prefabs in VR as reusable building blocks for interaction and feedback Text and message panels with optional button input Look At and Slow Follow components to keep UI readable and user-focused in VR Hierarchy-based customization of UI content (text, headers, buttons) Button-driven flows to trigger actions such as animations and scene progression Learning goals After this lesson, learners will be able to: Locate and use VR-ready UI prefabs from the project assets Place and rotate UI panels correctly in a 3D VR scene Explain how Look At and Slow Follow scripts work and when to use them Customize UI text and button labels through the hierarchy Create a simple onboarding flow using a UI button to trigger scene actions Key takeaways UI prefabs are designed for reuse and consistency across VR experiences Proper orientation and positioning are essential for user comfort and readability Look At and Slow Follow help UI remain accessible without manual repositioning Buttons can act as control points in a step-by-step interaction flow Simple UI interactions can effectively guide users through onboarding and experiments Further exploration Search terms: Unity VR UI prefabs World-space canvas in VR XR Rig UI follow behavior Unity button events and animations Next steps: Experiment with multiple UI panels chained into a longer onboarding flow Connect buttons to other actions such as teleportation or scene transitions Test different UI distances and heights to optimize user comfort Explore accessibility considerations for VR UI design

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

How to edit the terrain in Unity

Main concepts Unity Terrain as an editable ground surface Terrain Tools toolbar and its main categories Terrain sculpting using brushes, size, and opacity Painting terrain features such as textures, trees, and details Terrain settings and built-in documentation Learning goals After this lesson, learners will be able to: Identify what a terrain is and how it is used in a Unity scene Locate and navigate the Terrain Tools in the Inspector Modify terrain height using raise/lower, set height, smooth, and stamp tools Add and remove terrain features such as textures, trees, and details Access Unity documentation to further understand terrain settings Key takeaways Terrain editing in Unity is done through a dedicated set of tools in the Inspector Brush size controls the affected area, while opacity controls the strength of changes Different tools serve distinct purposes, from sculpting terrain shape to adding visual detail Modifier keys like Shift and Ctrl change tool behavior for lowering or erasing elements Terrain settings allow fine-tuning and are supported by extensive official documentation Further exploration Search terms: Unity Terrain Tools overview Unity terrain sculpting brushes Paint texture terrain Unity Unity paint trees and details Next steps: Experiment with combining sculpting and texture painting for realistic landscapes Try creating connected terrains using neighbor terrains Explore performance considerations when using trees and details Review Unity’s terrain documentation to adjust advanced terrain settings

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler

24 maart 2026

How the Data Logging System Works

Main Concepts: Data Log Manager as the core of the data logging system Enabling logging and debug options File naming, timestamping, file types, and delimiters Automatic creation of log folders Data collectors and their roles (continuous vs. event-driven logging) Ordering columns in CSV files Using Unity events to trigger data collection Learning Goals: Understand how to configure the Data Log Manager for logging data Learn how to organize and customize data logs, including file settings and folder structure Recognize the difference between continuous and event-driven data collection Understand how to link game events to data logging through scripts and Unity events Know when to seek developer assistance for custom data logging needs Key Takeaways: The Data Log Manager controls all aspects of data logging, including file creation and data formatting Data collectors can log data continuously or only when specific events occur Column order in CSV files can be customized using order values Unity events provide a flexible way to trigger data logging during gameplay Default settings simplify setup, but customization is possible for advanced needs Further Exploration: Search for “Unity Data Logging Best Practices” Search for “Unity Event System Tutorial” Search for “CSV File Handling in Unity” Read about “Custom Data Collectors in Unity” Explore “Runtime Folder Creation in Unity”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

How to Add Images and Audio Files to your Unity Project

Main Concepts: Organizing assets in Unity using folders Importing images and audio files into Unity projects Setting the correct texture type for images (Sprite 2D and UI) Previewing audio files in the Inspector window Learning Goals: Create and organize folders for different asset types in Unity Import images and audio files into Unity projects correctly Configure image texture types to enable their use in scenes Preview and verify audio files before adding them to scenes Key Takeaways: Always organize your assets into folders for better project management Images must have their Texture Type set to "Sprite (2D and UI)" to be used in scenes Audio files can be previewed in the Inspector before use Proper asset setup ensures smooth integration into your Unity scenes Further Exploration: Search for “Unity asset management best practices” Search for “Unity texture types explained” Search for “How to use audio sources in Unity” Explore Unity’s official documentation on importing assets

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler

24 maart 2026

How to change the color of an object in Unity

Main concepts Materials as the way to define an object’s visual appearance in Unity The Albedo color property for changing an object’s color Applying a material to a GameObject via the Mesh Renderer Learning goals After this lesson, learners will be able to: Create a new material in Unity Change the color of a material using the Inspector Apply a material to a 3D object to change its color Key takeaways Object colors in Unity are controlled through materials, not directly on the mesh The Albedo property defines the base color of a material Drag-and-drop is a simple way to assign materials to objects Further exploration Search terms: Unity materials basics Albedo color Unity Mesh Renderer material assignment Next steps: Experiment with different colors and materials on multiple objects Explore other material properties such as metallic and smoothness Try using the same material on multiple objects to see shared behavior

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler