[email protected] +91 9541 551 557 +91 9035 406 484
Synergific Store LMS Login Training Calendar

Mixed Reality (AR & VR) With Unity 3D & Microsoft HoloLens/Unity Certified Associates

Live Online (VILT) & Classroom Corporate Training Course

HoloLens, Microsoft’s groundbreaking reality headset also known as Mixed Reality, overlaps holograms into a user’s vision of their environment.

Expert-Led VILT & Classroom Hands-On CloudLabs Certification Voucher Available
CloudLabs
Projects
Assessments
24/7 Support
Lifetime Access

Overview

HoloLens, Microsoft’s groundbreaking reality headset also known as Mixed Reality, overlaps holograms into a user’s vision of their environment. One gets to discover a new world by combining Virtual Reality & Augment Reality through HoloLens. It transforms the way we work and interact with the virtual world. This course introduces and demystifies the HoloLens platform and familiarizes learner to new ways you can interact with computers (Mixed Reality). One gets an insight as the course takes you through the expedition of creating four independent examples using Unity 3D. you get to learn and implement spatial mapping and gesture control, incorporate spatial sound, and work with different types of input and gaze.

Objectives

Upon Completion of this Course, learner will accomplish following:-

  • Learn concept of Mixed reality
  • Have an overview of the developments in Virtual Reality and Augment Reality over the years
  • Get acquainted with hardware and software requirements for Mixed reality
  • Install and configure Unity Engine
  • Build a terrain in Unity using the built in terrain tool set
  • Understand raycasting and rigidbody
  • Learn unity particle systems for enhanced effects
  • Create the user interface for a virtual environment
  • Deploy a scene on HoloLens Emulator
  • Configure HoloLens
  • Deploy a scene on HoloLens

Prerequisites

Basic Knowledge of Operating system Windows OS

Course Outline

  • What is Virtual Reality (VR)
  • What is Augmented reality(AR)
  • What is Mixed Reality
  • Modern VR/AR experiences
  • History

  • Hardware
  • Software
  • Interaction fundamental

  • Enhanced environment apps
  • Virtual environment apps
  • Blended environment apps

  • Getting to Know the Unity Editor
  • The Project Dialog
  • The Unity Interface
  • The Project View
  • The Hierarchy View
  • The Inspector View
  • The Scene View
  • The Game View
  • Honorable Mention: The Toolbar
  • Navigating the Unity Scene View
  • The Hand Tool
  • Flythrough Mode

  • Dimensions and Coordinate Systems
  • Putting the D in 3D
  • Using Coordinate Systems
  • World Versus Local Coordinates
  • Game Objects
  • Transforms
  • Rotation
  • Scaling
  • Hazards of Transformations
  • Transforms and Nested Objects

  • The Basics of Models
  • Built-In 3D Objects
  • Importing Models
  • Models and the Asset Store
  • Textures, Shaders, and Materials
  • Textures
  • Shaders
  • Materials
  • Shaders Revisited

  • Terrain Generation
  • Adding Terrain to Your Project
  • Heightmap Sculpting
  • Unity Terrain Sculpting Tools
  • Terrain Textures
  • Importing Terrain Assets
  • Texturing Terrain

  • Generating Trees and Grass
  • Painting Trees
  • Painting Grass
  • Terrain Settings
  • Environment Effects
  • Skyboxes
  • Fog
  • Lens Flares
  • Water
  • Character Controllers
  • Adding a Character Controller
  • Fixing Your World

  • Generating Trees and Grass
  • Painting Trees
  • Painting Grass
  • Terrain Settings
  • Environment Effects
  • Skyboxes
  • Fog
  • Lens Flares
  • Water
  • Character Controllers
  • Adding a Character Controller
  • Fixing Your World

  • Lights
  • Point Lights
  • Spotlights
  • Directional Lights
  • Creating Lights Out of Objects
  • Halos
  • Cookies
  • Cameras
  • Anatomy of a Camera
  • Multiple Cameras
  • Split Screen and Picture in Picture
  • Layers
  • Working with Layers
  • Using Layers

  • Design
  • The Concept
  • The Rules
  • The Requirements
  • Creating the Game World
  • Sculpting the World
  • Adding the Environment
  • The Character Controller
  • Gamification
  • Adding Game Control Objects
  • Adding Scripts
  • Connecting the Scripts Together
  • Playtesting

  • Scripts
  • Creating Scripts
  • Attaching a Script
  • Anatomy of a Basic Script
  • The Using Section
  • The Class Declaration Section
  • The Class Contents
  • Variables
  • Creating Variables
  • Variable Scope
  • Public and Private
  • Operators
  • Arithmetic Operators
  • Assignment Operators
  • Equality Operators
  • Logical Operators
  • Conditionals
  • The if Statement
  • The if / else Statement
  • The if / else if Statement
  • Iteration
  • The while Loop
  • The for Loop

  • Methods
  • Anatomy of a Method
  • Writing Methods
  • Using Methods
  • Input
  • Input Basics
  • Input Scripting
  • Specific Key Input
  • Mouse Input
  • Accessing Local Components
  • Using GetComponent
  • The Transform
  • Accessing Other Objects
  • Finding Other Objects
  • Modifying Object Components

  • Rigidbodies
  • Collision
  • Colliders
  • Physics Materials
  • Triggers
  • Raycasting

  • Prefab Basics
  • Prefab Terminology
  • Prefab Structure
  • Working with Prefabs
  • Adding a Prefab Instance to a Scene
  • Inheritance
  • Instantiating Prefabs Through Code

  • Basic UI Principles
  • The Canvas
  • The Rect Transform
  • Anchors
  • Additional Canvas Components
  • UI Elements
  • Images
  • Text
  • Buttons
  • Canvas Render Modes
  • Screen-Space Overlay
  • Screen-Space Camera
  • World Space

  • Basic UI Principles
  • The Canvas
  • The Rect Transform
  • Anchors
  • Additional Canvas Components
  • UI Elements
  • Images
  • Text
  • Buttons
  • Canvas Render Modes
  • Screen-Space Overlay
  • Screen-Space Camera
  • World Space

  • Particles
  • Unity Particle Systems
  • Particle System Controls
  • Particle System Modules
  • Default Module
  • Emission Module
  • Shape Module
  • Velocity over Lifetime Module
  • Limit Velocity over Lifetime Module
  • Collision Module
  • Sub Emitter Module
  • Texture Sheet Module
  • Renderer Module
  • The Curve Editor

  • Animation Basics
  • The Rig
  • The Animation
  • Animation Types
  • Creating the Animation
  • Animation Tools
  • Animation Window
  • Creating a New Animation
  • Record Mode
  • The Curves Editor

  • Animator Basics
  • Rigging Revisited
  • Importing a Model
  • Configuring Your Assets
  • Rig Preparation
  • Animation Preparation
  • Creating an Animator
  • The Animator View
  • The Idle Animation
  • Parameters
  • States and Blend Trees
  • Transitions
  • Scripting Animators

  • The Player
  • Coins
  • The Colored Coins
  • The Control Objects
  • The Goals
  • The Game Controller
  • Improving the Game

  • Managing Scenes
  • Establishing Scene Order
  • Switching Scenes
  • Persisting Data and Objects
  • Keeping Objects
  • Saving Data
  • Unity Player Settings
  • Cross-Platform Settings
  • Per-Platform Settings
  • Building Your Game
  • Build Settings

  • Introduction to Microsoft HoloLens with Emulator
  • Working with Microsoft HoloLens SDK
  • Understanding Holograms Gaze, Gesture and voice control
  • Creating Spatial Mapping using Hololens
  • Implement a user interface in Mixed Reality
  • Build and Share Projects from Unity3D

Available Training Modes

Pick the format that fits your team.

Same authorised curriculum, same trainers, same hands-on cloud labs — delivered the way that works for you.

Live Online (VILT)

Real-time instructor-led sessions over Zoom or Teams. Same classroom, different time zones.

Most popular

Classroom

Face-to-face training delivered at your office, our Bengaluru centre, or any partner venue worldwide.

Onsite

Self-Paced

Recorded sessions plus 24/7 access to cloud labs and assessments. Learn at the pace that works for each engineer.

On-demand

Blended

Live workshops with self-paced reinforcement and project-based labs. Best for hybrid teams across regions.

Hybrid teams
All modes include: hands-on cloud labs, recordings, assessments, certificate of completion. Talk to a solutions advisor →

Our Training Process

How a course becomes measurable skill.

One contract, five steps, zero handoffs. From discovery to deployment, the same Synergific team owns the outcome — not a chain of vendors.

5 Steps from your scoping call to certified, productive engineers.
01

Discover & set goals

We start with a scoping call to understand your team's current skill level, target outcomes, deadlines, and certification needs — then translate that into a measurable success plan with named owners on both sides.

02

Curate the right path

We map the optimal learning path — instructor-led, self-paced, or blended — with hands-on cloud labs, prerequisite refreshers, and certification vouchers built in. No filler modules, no padded curriculum.

03

Deliver hands-on training

Authorised trainers run live sessions backed by 24/7 cloud labs and real-world projects. Theory and practice on the same day — learners stop forgetting concepts before they get to apply them.

04

Assess & mentor

Continuous skill checks, mock exams, and 1:1 mentoring keep the program honest. If anyone falls behind, we course-correct in-flight — you'll never find out at the end that two engineers couldn't keep up.

05

Certify & apply on the job

Voucher-backed certification, post-training office hours, and 30-day reinforcement so skills land on real work — not just on the exam scorecard. Success measured after the course ends, not before.

Client Stories

What our clients say

Voices from L&D leaders, architects, and program managers who’ve trusted us with their upskilling.