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, Amanda End
Interaction Design: Adrienne Hunter
Modeling: Wesley Eldridge, Carli Wood
Audio: Joshua Du Chene
Windows Mixed Reality support by: [@Jesseric](https://twitter.com/jerressic) and ([@meulta](https://twitter.com/meulta))