Salespulse Lynxhub
Salespulse
Lynxhub
AR/VR Game Development Foundations
AR/VR Game Development

AR/VR Game Development Foundations

A hands-on program focused on building cross-platform AR/VR games — from engine fundamentals to shipping on multiple devices.

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Program Outline

Program Outline

Module 1 — XR Ecosystem Overview

  • Hardware landscape: headsets, mobile AR, and standalone devices
  • OpenXR standard and SDK selection rationale
  • Unity XR Interaction Toolkit setup

Module 2 — Spatial Interaction Design

  • 6DoF input and controller abstraction
  • Gaze, hand tracking, and ray-cast interaction models
  • Comfort guidelines and locomotion patterns

Module 3 — Performance and Optimization

  • Draw call budgets for mobile VR
  • Occlusion culling and LOD strategies
  • Profiling with RenderDoc and Unity Profiler

Module 4 — Cross-Platform Build Pipeline

  • Conditional compilation and platform feature detection
  • Build targets: Android (Quest), PC (SteamVR), and iOS (ARKit)
  • Automated testing across device profiles

Final Project

Students submit a playable cross-platform XR game with documentation covering platform-specific decisions made during development.


Practical skills you can apply the moment the session ends.

This program addresses one of the more technically demanding areas in game development: building AR/VR experiences that work reliably on different hardware. Most developers run into platform fragmentation early and spend weeks debugging issues that stem from architectural decisions made at the start of a project.

The course focuses on Unity as the primary engine, with OpenXR as the cross-platform abstraction layer. You will work through spatial anchoring, controller input mapping, and performance budgets specific to headset hardware such as Meta Quest and HoloLens.

Sessions include hands-on projects: a room-scale VR puzzle and a marker-based AR mini-game. Both are built with portability in mind from the first commit.

Understanding the rendering pipeline differences between mobile AR and tethered VR headsets is what separates a working prototype from a shippable product.

No prior XR experience is required, but comfort with C# and basic Unity workflows is expected before enrollment.

AR/VR
Engines
Cross-
Platform
Ship &
Deploy
Salespulse Lynxhub has been running hands-on AR/VR programs since 2021, reaching participants across Serbia and beyond. Each workshop is built around real project deliverables — not slides.

Where are you starting from?

Helps us understand what background participants bring — takes 10 seconds.