Technical Expertise Master Class

Next Level Hand Tracking and Interaction Design Master Class

Hands-on. Live, 2x per week online. Starts 12th of October 2020

Learn from the renowned Hand Physics Lab Creators.

Finish an industry portfolio project in 8 weeks.

Inquire Curriculum

Curriculum & Course Structure

Learning objective: Mastering Hand Tracking and Interaction Design

This remote course is for intermediate-to-expert-level VR developers looking to master Unity Physics skills with hands-on lectures, assignments and group mentorship. As a non-plus-ultra, you will become an expert in Interaction Design, refine your VR workflows, build a powerful network and showcase your newly acquired skills with a new portfolio project: V.I.R.A.L. The Virtual Interactive Robotic Arm Lab.

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

Hand tracking is primary input throughout the class


  • 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 2019.3.13f1


Starting at USD 4499. Payment plans available.

Inquire CurriculumAttend Info Session

Week 0: Intro, Plastic, DoTween & UniRx

Welcome and Introduction Project Setup in Unity for Hand TrackingPlastic Workflow

Dotween FrameworkReactive Programming with UniRx

Week 1: VR Basics and Locomotion

  • Oculus Setup, The VR Rig, head and inputs principles
  • Basic Locomotion System (Teleportation and Smooth)

Week 2: Responsive Holographic UI

  • Finger Interactors
  • Build Interactive Holographic Buttons
  • Responsive UI

Week 3: Contextual Information

  • Setting up basics of the Robotic Arm
  • Showing Contextual Informations when highlighting components

Week 4: Grabbing (Kinematic way)

  • Select objects using Pinch Interactions
  • Rotate, Move, and Scale

Week 5: Grabbing (Physics-based)

  • Basics of Physics-based objects
  • Grabbing using Rigidbodies and Joints

Week 6: Inverse Kinematics

  • Implement the basics of IK for your arm
  • Add Controls to move your arm around

Week 7: Physics-based interactions

  • Physics-based interactions for fingers (simple interactions)
  • Implementing controls for the robotic arm (buttons, levers, joysticks)
Learn the most in-demand VR skills required today

According to a recent survey of executives attending the VR Training summit, there are two major VR trends which will deliver the highest value to XR projects: hand tracking and standalone HMDs. High quality VR Interaction Design has been selected as the hardest skill to acquire on the market. Take advantage of your opportunities now by taking this deep dive and become an expert in hand tracking and immersive interaction design!

In this course you will

  • Design a Repair-Room to interact and dismantle a machine and its components using different interaction systems.
  • Implement controls using different ways to move and rotate components.
  • You will learn how to show contextual information based on what you interact with.
  • Discover the secrets of how to build a responsive and interactive holographic user interface for your hands.
  • You will build a fully controlled robotic arm by understanding the secrets of inverse kinematics.
  • You will also implement fully physics-based in-VR components like joysticks, levers and buttons to control the robotic arm with your hands only (without needing a touch controller)
Inquire Curriculum

Key Benefits

Team Mentorship

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

Direct access to sample code

Dennys and Roger will share insights and sample code from the projects they are currently working on and guide you on how to design and build amazing interactive demos in which touch controllers become unnecessary.

Project-Based Learning

We can't say it enough – project-based learning is the best way to go from zero to infinity in the fast-paced world of VR. In the live lectures and mentorship hours, we will focus on honing your understanding and technical skills.

Networking and Teamwork

Connect with your project team daily. Get to know each team member during our weekly hangouts. Support each other and find your next colleague or startup cofounders.

Enterprise level VR Project

The project you will create is a top industry level VR project, that will open doors for you and apply to advanced level positions.

In-VR pitch event to industry advisors

At the end of the program, it's time to celebrate and shine! You and your classmates will attend a VR pitch party and showcase your portfolio piece to a group of recruiters and industry representatives.

What others say

Meet your instructors

Fascinated by the endless opportunities in VR, Swiss ETH graduates Roger Kung and Dennys Kuhnert founded next-gen VR studio Holonautic in 2018. Their team of seven created Holoception, a new type of hybrid VR game available on Steam and the Oculus Store.Both instructors bring diverse expertise to the table. They are the creators of the famous Hand Physics Lab, #3 on UploadVRs top 10 VR hand-tracking apps and #1 hand-tracking app on SidequestVR! Roger has a degree in Economics, Life Sciences, and Computer Science, while Dennys has a degree in Bioengineering. With the viral success of their interactive experiments with Oculus Quest hand tracking, they’re excited to share their knowledge and experience with you, and help push beyond the current standards of VR to build the future of spatial computing.

Click to check out their sidequest! 

Inquire the Curriculum, Attend the V.I.R.A.L. Info Sessions, Apply!

Request CurriculumInformation WebinarApply


Are there any prerequisites to take the course?

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

Can I participate as a group/company?

Please contact us under for corporate workshops or group discounts.

Will I get to know the others from my class?

As in all our 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!

Will I be able to ask questions to the trainers?

Yes, after every lecture, there is scheduled time for Q&A. You can submit your questions at any time before or during the course in the chat window. We will make sure to answer a maximum number of questions from participants as time allows. In the group mentorship hours, you will get time with technical experts to go over your implementation questions from the lectures and assignments.

Do I need special equipment to participate in the course?

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 to equipment.

How practical/hands-on will the class be?

The class is implementation focused. Students implement a hand tracking application from scratch.

Why did you choose the robotic arm lab as portfolio project?

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.

Will I be able to try the robotic arm before the class starts?

Yes, we are going to release it before the class starts so that you know exactly what you will be working on.

Why do I need a VR Ready PC for the deep dive?

You will be testing the application directly in the editor. Iteration times would take too much time, if not executed with the right PC.

What parts of the robotic arm will I develop myself?

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).

Which UIs will I work on?

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

How do I know if my level of VR/AR development is sufficient to participate in the class?

Please attend to one of the upcoming info sessions and ask to our trainers or apply via the form. We will get back to you with an evaluation soon afterwards.