Salespulse Lynxhub
Salespulse
Lynxhub
Advanced Cross-Platform XR with Unity
AR/VR Game Development

Advanced Cross-Platform XR with Unity

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

Course Structure

Part 1 — Architecture for Multi-Platform XR

  • Feature flags and platform abstraction patterns
  • Scriptable build pipelines with addressables
  • Shared asset management across Android and PC targets

Part 2 — Rendering Across Device Classes

  • Foveated rendering and eye-tracking integration
  • Universal Render Pipeline configuration per platform
  • Texture compression formats: ASTC vs BC7

Part 3 — Multiplayer in XR

  • Shared spatial anchors across devices
  • State synchronization for physics-driven XR objects
  • Handling asymmetric hardware in the same session

Part 4 — Submission and Certification

  • Meta Quest store technical requirements
  • SteamVR compatibility checklist
  • Apple App Store AR guidelines
Prerequisites

Applicants should have shipped at least one Unity project and be comfortable with object-oriented C#. XR experience is helpful but not required.


Practical skills you can apply the moment the session ends.

Maintaining two or three separate projects for different XR platforms is expensive and error-prone. This course is built around a single-codebase architecture that handles platform differences through abstraction rather than duplication.

The curriculum covers Unity's XR Interaction Toolkit 2.x, the MRFT pipeline, and shader strategies that keep visual quality acceptable on both high-end PC headsets and standalone Android devices.

A significant portion of the program addresses multiplayer: synchronizing spatial state across players on different hardware using Netcode for GameObjects and handling latency in 3D space where timing errors are perceptible as physical inconsistencies.

Example project: a cooperative AR puzzle where two players on different devices share the same virtual object in physical space.

This is a technical program. Lectures are short; most time is spent in code review sessions and structured debugging exercises based on real failure cases from shipped XR titles.

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.

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