Advanced VR Development in Unreal Engine Class 3: Snapping Objects Back in Place |
Register for this class by completing the questions after the notes below.
NOTE:
• Attendees must be at least 18 years of age.
• Training is limited to 15 participants.
• If you are unable to register due to this class being full and you wish to be put on a waiting list for cancellations or a future class, email ace@speea.org
DESCRIPTION:Once you pick up an object in VR, how do you put it back in place? In this class, students will learn how to "snap" objects back into place after picking them up. We will learn how to spawn a "ghost" object when we pick something up, how to create a collision event to trigger a snap, and how to "snap" the original object back to its original location. We will also cover how to adjust the thresholds, which will make the snap feature more or less sensitive. By the end of the class, students will be able to pick up an object in VR, see a faint outline of the object's original location, and "snap" the object back in its original location.
This “Advanced” course will focus on making custom interactions in VR, so students will be able to interact with hand tools, buttons, and levers, in addition to creating interactive VR menus. The course will require a lot of coding, so students should have a solid understanding of coding principles before taking the “Advanced” course. If a student does not have much experience with coding, it is highly recommended they take a Python development course beforehand.
• Attendees must be at least 18 years of age.
• Training is limited to 15 participants.
• If you are unable to register due to this class being full and you wish to be put on a waiting list for cancellations or a future class, email ace@speea.org
DESCRIPTION:Once you pick up an object in VR, how do you put it back in place? In this class, students will learn how to "snap" objects back into place after picking them up. We will learn how to spawn a "ghost" object when we pick something up, how to create a collision event to trigger a snap, and how to "snap" the original object back to its original location. We will also cover how to adjust the thresholds, which will make the snap feature more or less sensitive. By the end of the class, students will be able to pick up an object in VR, see a faint outline of the object's original location, and "snap" the object back in its original location.
This “Advanced” course will focus on making custom interactions in VR, so students will be able to interact with hand tools, buttons, and levers, in addition to creating interactive VR menus. The course will require a lot of coding, so students should have a solid understanding of coding principles before taking the “Advanced” course. If a student does not have much experience with coding, it is highly recommended they take a Python development course beforehand.
***YOU ARE SIGNING UP FOR THE IN-PERSON TRAINING SESSION AT THE TUKWILA SPEEA HALL***
DATE: Tuesday, February 18, 2025
TIME: 5:30 PM - 7:30 PM
LOCATION:
Tukwila SPEEA Union Hall
15205 52nd Ave S
Tukwila, WA 98188
ABOUT THE INSTRUCTOR:
Patrick O'Neill serves as head of AR/VR technologies for Product Development (PD) in Boeing Commercial Airplanes. In this role, he leads the team responsible for virtual prototyping of various PD initiatives, ranging from individual technologies to entire airplane programs. O'Neill has led AR/VR development on a wide variety of programs, including the New Mid-market Airplane (NMA), ecoDemonstrator, T-7A Red Hawk, NASA X-66 Sustainable Flight Demonstrator, and Wisk Aero. O'Neill is a member of Boeing's Technical Fellowship as an Associate Technical Fellow in Immersive Technologies. O'Neill is also co-chair of the Boeing XR Community of Excellence steering team and he teaches a series of Ed Wells classes within Boeing on AR/VR development using Unreal Engine. Prior to joining Boeing in 2014, O'Neill was a simulation technician at an accident reconstruction firm where he created virtual simulations of engineering analyses for use in litigation.