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AR & VR Development Internship

Build augmented and virtual reality apps: Unity and C#, AR Foundation plane and image tracking, XR Interaction Toolkit, WebXR with three.js or A-Frame, comfort design, performance and publishing.

Unity (LTS) & C#AR Foundation / ARCoreXR Interaction Toolkitthree.js / A-Frame (WebXR)Blender / Sketchfab assetsGit LFS

What you'll work on

Full syllabus: all 30 graded tasks

These are the actual tasks the internship portal assigns for this domain. You submit each one with proof (a GitHub link or document) and a mentor reviews it.

Level 1: Foundations (12 tasks)
  1. AR, VR and MR. In a repo named xr-internship, explain AR, VR and mixed reality, 6-DoF versus 3-DoF tracking and 5 real uses in education, retail and industry.
  2. Install Unity. Install Unity Hub and a current LTS Unity with Android build support and create a 3D project.
  3. Unity basics. Build a small scene with GameObjects, materials, lights and a camera, and move an object with a C# script.
  4. C# for Unity. Write scripts using Update, Start, input, collisions and triggers: a ball that changes colour when it hits a wall.
  5. Physics. Use Rigidbody, colliders and forces to make a stack of blocks that falls realistically.
  6. 3D assets. Import free models from the Unity Asset Store or Sketchfab (check the licence), set their scale and add simple animations.
  7. Web 3D. Make a rotating 3D model viewer on a web page with three.js or A-Frame and host it on GitHub Pages.
  8. UI in 3D. Add a world-space UI panel with buttons and text that the user can read in a 3D scene.
  9. AR Foundation setup. Set up AR Foundation with the ARCore XR Plugin and build an app to an Android phone that shows the camera feed.
  10. Plane detection. Detect floors and tables in AR and show the detected planes.
  11. Place objects in AR. Tap on a detected plane to place a 3D object and let the user move, rotate and scale it.
  12. Comfort and safety. Write the comfort rules for VR (frame rate, motion sickness, locomotion choices) and AR (safe spaces, short sessions).
Level 2: Building real features (10 tasks)
  1. Image tracking. Use AR image tracking so a 3D model or video appears on top of a printed poster or textbook page.
  2. WebXR. Build a WebXR scene with A-Frame or three.js that works in VR mode on a phone or headset browser.
  3. VR interaction. Use the XR Interaction Toolkit to grab, throw and use objects, and test with the XR Device Simulator if you have no headset.
  4. Locomotion. Add teleport and snap-turn locomotion to a VR scene and explain why they are more comfortable than smooth movement.
  5. Spatial audio. Add 3D sounds that change with the user's position and explain how they guide attention.
  6. Educational AR app. Build an AR app that shows a labelled 3D model (heart, engine or solar system) with tap-to-learn hotspots.
  7. AR product preview. Build an AR furniture or product preview that places a true-size model in the room.
  8. Performance. Profile your app with the Unity Profiler, reduce draw calls and polygons and keep it above 60 fps on your phone.
  9. User testing. Test your app with 5 people, note what confused them and how they felt, and list the fixes.
  10. Version control for Unity. Use Git with a Unity .gitignore and Git LFS for large assets, and show a clean commit history.
Level 3: Professional work and capstone (8 tasks)
  1. Shared AR. Build a simple shared experience (two users see the same object) with Netcode for GameObjects or a cloud anchor service.
  2. Hand or face tracking. Use hand tracking or face tracking (AR Foundation or MediaPipe) to control something in your scene.
  3. Virtual tour. Build a 360-degree or 3D virtual tour of your college or a shop with hotspots and information panels.
  4. Training simulation. Build a VR or AR training simulation for a real task (fire extinguisher use, lab safety or machine parts) with steps and scoring.
  5. Accessibility. Add accessibility to your app: subtitles, seated mode, adjustable text size and colour-blind-safe colours.
  6. Publish a build. Prepare a signed Android build or a hosted WebXR build with an icon, description and screenshots.
  7. Design document. Write a design document for your capstone: users, interactions, comfort choices, assets, performance targets and test results.
  8. Capstone: XR product. Ship a complete AR or VR app for education, retail or industry with a build or live link, repo and a 2-minute video recorded on a device.

Real software work, not just training

Every AR & VR Development task is reviewed by our team and saved to your portfolio. Interns who pass the readiness check can take real work from Training Trains, W3AppDevelopers and DomainHostly projects on the Company Work board.

Mobile Application Development
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Frequently asked questions

Do I need experience to join the AR & VR Development internship?+

Basic programming helps. An ARCore-supported Android phone is enough; a VR headset is optional thanks to the XR Device Simulator.

What will I do in the AR & VR Development internship?+

You complete 30 graded tasks in three levels: foundations, real features, and professional work. Each task is submitted with GitHub or document proof and reviewed. The final capstone is: Capstone: XR product.

Do I get a certificate for the AR & VR Development internship?+

Yes. After your required tasks are approved, your attendance is above 75% and you pass the proctored final exam, you get a graded completion certificate that anyone can verify at trainingtrains.com/verify.

Can I do the AR & VR Development internship online?+

Yes. You can do it fully online from home, or offline at our Erode and Perundurai branches. Tasks, quizzes and mentor reviews are the same in both modes.

Available both online (work from home) and offline at our Erode and Perundurai branches - see the full internship program details for departments, duration, and the application process.