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Walhar Gohar

Have you ever wanted to create stunning architectural visualizations that break the boundaries of a flat screen? This course will show you how to build a mixed reality (MR) experience for the Meta Quest platform, allowing you to seamlessly blend your digital architectural models with the real world. Forget static renders and passive videos. It's time to let your users walk through your designs in their own living room.

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Have you ever wanted to create stunning architectural visualizations that break the boundaries of a flat screen? This course will show you how to build a mixed reality (MR) experience for the Meta Quest platform, allowing you to seamlessly blend your digital architectural models with the real world. Forget static renders and passive videos. It's time to let your users walk through your designs in their own living room.

We'll skip the boring parts and jump right into the action, leveraging the powerful Meta XR Interaction SDK and the Oculus Samples project to rapidly develop a beautiful and functional application. You will learn to:

  • Set up your Unreal Engine project for optimal mixed reality development.

  • Import your architectural models for real-time performance.

  • Integrate real-world passthrough, allowing users to see their physical surroundings merged with your virtual space.

  • Add interactive elements like intuitive user widgets and easy-to-use object manipulation.

  • Build and deploy your mixed reality experience directly to a Meta Quest headset.

By the end of this course, you will have a deep understanding of the full MR development pipeline in Unreal Engine 5 and a portfolio-ready project to showcase your brand-new skills. Get ready to transform your architectural visions into immersive, interactive, and truly magical experiences.

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What's inside

Learning objectives

  • Set up a complete unreal engine 5.5.4 development environment for meta quest and android
  • Exporting and importing an architectural scene from 3ds max into unreal and setting up essential blueprints and baked lighting for movable entities
  • Create and access a custom hand-held ui widget using the meta xr interaction sdk
  • Package and deploy a functional architectural mixed reality experience to meta quest devices

Syllabus

Setting Up the Development Environment
01 Prerequisites and Exporting the Scene
02 Installing and Setting up Unreal for Android Packaging
03 Installing Visual Studio
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Coming soon We're preparing activities for Create Mixed Reality ArchViz in Unreal Engine for Meta Quest. These are activities you can do either before, during, or after a course.

Career center

Learners who complete Create Mixed Reality ArchViz in Unreal Engine for Meta Quest will develop knowledge and skills that may be useful to these careers:

Reading list

We've selected 20 books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in Create Mixed Reality ArchViz in Unreal Engine for Meta Quest.
Serves as a vital prerequisite for students who need to understand the logic behind the course's interactive elements and UI widgets. It covers the node-based scripting system in depth, which is necessary for creating the custom handheld UI mentioned in the syllabus. Industry professionals commonly use this as a textbook to master gameplay and interaction logic without writing C++ code.
Is an excellent entry point for those new to the Unreal Engine 5 ecosystem, focusing on the aesthetic and technical needs of designers. It adds breadth to the course by covering materials and lighting basics that are often rushed through in technical MR tutorials. It is particularly valuable as additional reading for students who want to polish the visual quality of their ArchViz projects.
Focusing on the VR development pipeline, this book is highly relevant for setting up the Meta Quest and navigating the XR Interaction SDK. It provides a structured approach to movement and interaction in virtual spaces, which directly supports the course's objective of building functional MR experiences. It useful reference tool for troubleshooting deployment and packaging issues on Android-based headsets.
While the course focuses on technical implementation, this book provides the design theory necessary to create comfortable and intuitive Mixed Reality interfaces. It offers deep insights into spatial UI and UX design, which is critical for the 'custom hand-held UI widget' mentioned in the syllabus. adds significant depth to the course by explaining 'why' certain design choices work for the human brain.
This cookbook practical reference for creating advanced materials that make architectural models look realistic in real-time. It provides specific recipes for shaders that can be optimized for mobile VR hardware like the Meta Quest. It is more valuable as additional reading for students who want to push the visual boundaries of their digital architectural models.
Considered a foundational text in the field, this book provides the psychological and physiological background needed to avoid motion sickness in VR/MR. It is commonly used as a textbook at academic institutions to teach the core principles of immersion and presence. It is helpful for providing prerequisite knowledge on how users perceive scale and depth in a digital architectural space.
Focuses on the high-level artistic workflow within UE5, which is essential for creating 'stunny architectural visualizations' mentioned in the course description. It bridges the gap between raw 3D models and a polished final product by exploring lighting and post-processing. It adds breadth to the course for students interested in the cinematic presentation of their work.
Provides the theoretical framework for Mixed Reality and Passthrough technology, explaining how virtual objects are registered in physical space. While academic, it serves as a robust reference for understanding the computer vision principles behind the Meta Quest's spatial tracking. It is more valuable as additional reading for those pursuing a career in XR research or advanced development.
Since the course requires exporting scenes from 3DS Max, this book provides the necessary background knowledge for creating clean, export-ready geometry. It useful reference tool for students who struggle with the initial 'Prerequisites and Exporting' phase of the syllabus. It ensures that the models imported into Unreal Engine are optimized for real-time performance.
This is the definitive industry-standard textbook for understanding how real-time graphics engines work. It is extremely technically challenging and is best used as a deep-dive reference for how Unreal Engine handles lighting and shadows. It adds immense depth for students who want to understand the underlying math of the visualizations they are creating.
Offers a project-based approach that mirrors the course's structure of building a portfolio-ready application. It provides additional exercises in project organization and deployment that supplement the 'Packaging and Testing' section of the syllabus. It helpful reference for common troubleshooting steps when building for Android and Quest platforms.
Is essential for understanding how to make the 'interactive elements' of an ArchViz experience engaging rather than just functional. It provides a broad perspective on user experience that is applicable to any interactive 3D medium. It is more valuable as additional reading to help students think like designers rather than just technicians.
Explores the broader context of how digital information is mapped to the physical world, which is the essence of Mixed Reality. It adds conceptual depth to the course's 'real-world passthrough' section by explaining the history and future of spatial data. It useful background text for understanding the '1 on 1 scale' testing mentioned in the syllabus.
Provides the industry context for why learning MR ArchViz valuable professional development step. It discusses the economic and social implications of persistent 3D virtual spaces. It is best used as additional reading to understand the market trends driving the demand for Meta Quest applications.
Provides the mathematical prerequisite knowledge for 3D transformations and vectors, which are the basis for 'object manipulation' in MR. It highly technical reference for students who want to understand exactly how models are positioned and scaled in 3D space. It is commonly used as a textbook for computer graphics courses.
Although written for the previous version of the engine, the core principles of the ArchViz workflow remain highly relevant. It provides a deep dive into the Datasmith pipeline which is still the standard for 3DS Max to Unreal transfers. It is useful as a legacy reference for students working with older project files or assets.
This comprehensive guide to the latest features in UE5.x, providing a broad overview of the engine that supplements the course's narrow focus on MR and ArchViz. It useful reference tool for general engine navigation and project management. It helps students understand the wider capabilities of the software they are using for their MR project.
This text provides a broad overview of the hardware and software components of VR systems. It is more valuable as additional reading for students who want to understand the history and technical evolution of headsets like the Meta Quest. It provides background knowledge on the sensors and tracking systems that make MR passthrough possible.
For students who find Blueprints limiting, this book provides the C++ knowledge needed for high-performance MR applications. It technically challenging reference for optimizing the 'real-time performance' mentioned in the course objectives. It is more valuable for professional developers looking to extend the engine's capabilities beyond the standard tools.

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