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Summary

Now available on the Unity Asset store: https://www.assetstore.unity3d.com/en/#!/content/75712

Go to newtonvr.readme.io for documentation, guides on how to get started with NewtonVR, and basic integration instructions.

Our feature roadmap is public and can be found on Trello here: https://trello.com/b/iLvugNpK/newtonvr

Our system allows players to pick up, drop, throw, and use held objects. Items don't pass through other items (rigidbodies), or the environment (non-rigidbodies). Rather, held items interact with other rigidbodies naturally -- taking mass into account. For example, if you have two boxes of the same mass they can push each other equally, but a balloon, with considerably less mass, can't push a box.

For more information on this style of mass-based interaction, see this article by Nick Abel, one of the creators of NewtonVR. <img class='gfyitem' data-id='DistantPitifulAfricanhornbill' />

Items can be configured to be picked up at any point, or when grabbed, can rotate and position themselves to match a predefined orientation. This lets you pick up a box from its corner as well as pick up a gun and have it orient to the grip. <img class='gfyitem' data-id='ImpureTautBergerpicard' />

We've also created a few physical UI elements to help with basic configuration and "menu type scenarios. We also give you the option to dynamically let the controllers turn into physical objects on a button press. <img class='gfyitem' data-id='PointlessImperturbableBorzoi' />

<br> NewtonVR brought to you by [Tomorrow Today Labs](http://www.tomorrowtodaylabs.com):

Development: Keith Bradner, Nick Abel, Amanda End<br>Interaction Design: Adrienne Hunter<br>Modeling: Wesley Eldridge, Carli Wood<br>Audio: Joshua Du Chene

<br> Windows Mixed Reality support by: [@Jesseric](https://twitter.com/jerressic) and ([@meulta](https://twitter.com/meulta))