Advanced VR Interactions

Hands-on and Live. 

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Curriculum & Course Structure

Learning objective: Mastering Advanced Interaction Design

This advanced VR Interactions remote course is for intermediate-to-expert-level VR developers looking to master Unity Physics skills with hands-on lectures, assignments, and group mentorship. Students learn to master advanced interaction design. They build a state of the art extensible Interaction framework for hand tracking including custom interfaces, kinematic and physics-based interactions. At the end of the 8 weeks, they conclude with a twin factory of a remotely controlled robotic arm.

Admission is highly competitive and designed for intermediate-to-advanced-level VR developers.


  • Unity Engine experience
  • Programming experience (C#)
  • Basic understanding of Unity’s physics components


  • Access to a headset with controllers (preferentially Oculus)
  • Access to Unity version 2019.4 (LTS release)


The course fee starts at 3000 USD.
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The Swiss ETH graduates Roger Kung and Dennys Kuhnert are fascinated by the endless opportunities in VR since 2018. Founders of Holonautic, a next gen VR studio, they have a team of 7 employees working with them on the game Holoception, available on Steam. Both of them bring diverse expertise to the table. Roger has a degree in Economics, Life Sciences and Computer Science, while Dennys, after a degree in Neuroengineering and Biotech specialized in Spatial Computing early on. Both of them are eager to go beyond the current standards of VR and build the future of spatial computing. They are the creators of the famous hand physics lab, one of the most downloaded games on sidequest! Dennys and Roger are keen on sharing their knowledge with you!

Key Benefits

Learn at your own pace

You have access to 50 hours of comprehensive video content. The 8 weeks curriculum is based on an average learner spending 10 hours per week on content + assignments, however, you are free to plan around your personal schedule, and master VR interactions at your own pace.

Enterprise Level VR Project

The capstone project you will create is an industry state-of-the-art VR project (created by Dennys Kuhnert) which you can showcase in your portfolio and prove your senior level skills. Impress your lead or client with your newly acquired advanced VR Interactions skills!

Challenging Assignments

Each week, you will receive challenging assignments with increasing difficulty levels leading to your capstone project. Mentors are available to give you short but constructive feedback on your submissions on the community slack channel.

Sample Code Access

Project templates and sample code are provided to you so that you can fully focus on creating advanced lifelike interactions.

Live Mentorship

In weekly technical mentorship classes, you'll apply what you learned in the lectures, hitting your regular milestones on your project. You will get actionable feedback and advice on how to improve your skills.

Proprietary Wiki

Find answers to your questions in our knowledgbase. Search questions and answers asked by other students, learn about potential pitfalls and get guidance on the resources you need.

What others say

  • Wow. The way these hand tracking experiments are going there soon won't be any need for hand controllers in VR/AR anymore...Excellent work 
    Mika Saastamoinen
  • Dude, Your videos are the best! This is some inspiring work! 
    Neon Engine
  • Awesome Stuff!
    Seriously. I daydream of this in our future. 
  • I have to try it! A dream came true for VR research! 
    Vincent Goupil
  • You are a VR programming magician and I hope every developer in the future learns something from you. 
  • Your hands' physics just rocks. 
    Diego fernandez-bravo


Prerequisites to take this course are:

  • Unity Engine experience
  • Programming experience (C#)
  • Basic understanding of Unity’s physics components
  • Access to a headset with controllers (preferentially Oculus)
  • Access to Oculus Quest for hand tracking optional exercise

Please contact us under for corporate workshops or group discounts.

In the live classes, you will get to know your classmates. We organize social breaks, team meetings, master-minds, and get-togethers for everyone to get to know each other and build a great new network!

If you subscribe to the live mentorship sessions, you can submit all your questions. In the group mentorship hours, you will get time with technical mentors to go over your implementation questions from the lectures and assignments.

Yes, you will need access to a headset with controllers (preferentially Oculus). Owning an Oculus Quest is optional. Please let us know if you have difficulties accessing equipment.

The class is implementation focused. Students implement a capstone project application from scratch – with the help of sample code and project templates.

The components and interaction of a robotic arm are typical for industry-wide applications. Working on the robotic arm, you will understand the benefits and difficulties of multiple types of interaction components (kinematics, physics, etc). The robotic arm will use inverse kinematics which is also used for full body simulations (legs, arms, shoulders). These principles are the basic building blocks for full avatar representations with limited data input.

You will develop the whole interaction system on top of the hand tracking system from Oculus (including the hand posing system, implementing interactive buttons and physics based components).

  • Hologram UI
  • Touch Screen UI
  • Physics based components (levers, buttons…)

After applying, we will interview you in person (online). After asking a few questions, we will be able to quickly tell if you are eligible.

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