
This makes it so your items no longer pass through solid colliders unimpeded. In the throwing section there's now a basic example of item interaction with velocity based movement similar to NewtonVR. We've extended throwing examples, added a platformer controller, an RC car, a simple push button, grenades, and lots of hand samples.

In this scene you'll find a number of new things. You can find the main scene in your project under Assets/SteamVR/InteractionSystem/Samples/Scenes/Interactions_Example.unity The SteamVR Interaction System has been updated to support the new SteamVR Input System as well as the Knuckles EV2 and EV3. Currently the plugin will work as far back as Unity version 5.4 and up to 2019.1. We recognize that many of our developers are still on older versions of Unity and we are committed to continuing to support them. To start off, go ahead and download this package and extract it into a new Unity project. If you'd like to suggest specific code changes please do that with an Issue or Pull Request on our github page. You can download the SteamVR Unity Plugin from the Unity Asset Store here or on the releases page of the SteamVR Unity Plugin on github.

We welcome you to post about issues on our github issues page here. We've made a lot of changes to how input works and we want to make sure we continue to get your feedback.

This is an significantly different iteration of the Unity plugin. If you'd prefer a video version of this tutorial you can watch it on youtube here: Downloading the Plugin But if you prefer, the old system is on the releases page of our github. All of the scenes, prefabs, the default camera rig, and the interaction system in the SteamVR Unity plugin now use this new system.

We strongly encourage you to move to the new input system. We have not removed access to the old input functions, but both can't be used at the same time. We'll start from the beginning with downloading the unity plugin, go through adding new actions, binding them, using them in the editor and code, and finally creating a build. Now we're going to dive into how you as a Unity developer can use this system to stop worrying about each new input device and focus on creating your virtual reality. Joe Ludwig posted about the new SteamVR Input System a bit here. This requires we take another look at how we're handling input now, and how we'll handle it in the future. SteamVR now needs to handle finger tracking and force sensors. The VR ecosystem is growing every day and with Knuckles we're adding quite a bit of potential to the space.
