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newtonvr's Introduction

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.

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.

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.


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

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

Notes about Mixed Reality support (Experimental)

@Jesseric and I (@meulta) added the support for Windows Mixed Reality.

Steps to use it:

  • You don't have to change anything and your newtonVR code should work on Mixed Reality headsets and controllers.
  • For now MR only works with the MRTP version of Unity (grab the latest which is 5 today here)
  • Add the Mixed Reality Toolkit to your project as an asset. You can clone it from here: https://github.com/Microsoft/MixedRealityToolkit
  • One MRTK is added to the project, open the Mixed Reality Toolkit menu and go in Configure > Apply Mixed Reality Project Settings. Check Target Occluded Devices and click Apply
  • Check Enable Windows MR on the NVRHand game object
  • Test you app! Controllers meshes are downloaded from drivers so they should match the controllers you are using. Physics should work too.

If you have any question ping me on (twitter)

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