Course curriculum

  1. 01
    • Welcome to the course

    • History of WebXR

    • A 3D Primer

    • The THREE.js Examples

    • Resources

  2. 02
    • Setting up a simple THREE.js page using modules

    • Creating a rotating Cube

    • The THREE.js editor

    • Geometries

    • Materials

    • Loaders

  3. 03
    • Converting a Standard THREE.js web app to use WebXR

    • Customising the VRButton

    • Adding user interaction with a controller device

    • Adding a button press event to the controller

    • Creating a custom controller

    • Accessing the gamepad

    • Moving around a VR World

    • Physics in your VR world

    • Creating an AR experience

    • Controllers in an AR app

    • Touch gestures in an AR app

    • Hit testing an AR

    • Hand-tracking on the Oculus Quest

  4. 04
    • Finding assets online

    • Using Mixamo to setup character animations

    • Using Blender to export assets

    • Using the THREE.js animation system

  5. 05
    • XRSystem and XRSession

    • XRFrame and XRSpace

    • XRInputSource

  6. 06
    • Moving around an environment

    • Interacting with objects in the scene

    • Using a GazeController

    • Making the app functional on a none XR device

  7. 07
    • Using AR to create a tape measure

    • Adding dynamic animation to a product

    • An AR online shop example

  8. 08
    • Movement by teleporting

    • Interacting with meshes

    • Using a controller as a weapon

  9. 09
    • CanvasUI - part 1

    • CanvasUI - part 2

    • Using CanvasUI for training

  10. 10
    • Getting Started with PWAs

    • Packaging and deploying your PWA

    • A WebXR PWA

  11. 11
    • article1

    • article2