SteamVR Assistant

The SteamVR Assistant is a Unity toolkit for assisting developers creating VR applications using Unity and SteamVR. It aims to help streamline the development process and make VR development more accessible to new developers.

Note: No Vive connected - openapi errors (due to lack of Vive)

Example Scenes


A simple default setup of the controllers and SteamVR required prefabs on an empty plane.


A random (somewhat chaotic) collection of all the potential interactions SVRA is capable of.


An example featuring 3 floating targets of varying speeds in which the user is tasked to hit with cubes.

  • Showcases SVRA_ObjectSnapZone and SVRA_ObjectSnapZoneLocation scripts


A very simple example scene containing four objects setup to be grabbable.

  • Showcases SVRA_Grabbable script


I too have a red button and my button works!

  • Showcases SVRA_InteractiveObject and SVRA_EventBridge scripts for enabling some other script’s function (ToggleMaterial in this example) by interacting with an object

Scene Ideas

The following are a list of potential scene ideas in case you need some ideas to get started:

  • Carnival games
  • Target range
  • Basketball hoop
  • 10 pin bowling
  • 100 pin bowling
  • 10 pin bowling hard mode - the pins move around or hover
  • Big red button simulator

Challenge Scenes

The following are a list of challenge scenes which are setup but have none of the script logic attached. Can you make them functional?

The Drawer Challenge : svra_drawer_challenge

  • Test your knowledge of the Unity joint system!
  • This scene contains a drawer to setup as you expect a drawer to operate.
  • You pull the handle and the drawer comes out and you push it back in and it goes back in.
  • You know because its a drawer.
  • The drawer itself need not operate with gravity but bonus points if it does.

Some Instructions (I’ll make a PDF version sometime)

Key Scripts

  • SVRA_GrabbableObject: Makes an object grabbable.

    • Attach to objects you wish to pick up and interact with
    • Attributes:
      • Highlight Effect: Select the highlight script (or none) to be applied to the object.
      • Snap Point: By default snaps the controller position to the centre of the object on pickup. Local Position can be used to change the snap position.
      • Rotation: Enable or disable rotation for the joint which connects the controller to the grabbed object. Apply Grip And Orientation will orientate the object to the specified Local Orientation.
  • SVRA_InteractiveObject: Makes an object interactive and open to interaction scripts.

  • SVRA_EventBridge: On a specified event (interaction start, grab start, etc.) trigger some attached function(s).

Other Scripts

  • SVRA_PlayAreaModifier: Used to modify the play area dynamically while the game is running via the keyboard

    • Attach to the SteamVR CameraRig prefab
    • Features include rotate, scaling and movement of the play area
  • SVRA_InteractButton: Used to attach an animation motion to an interact button

    • Attach to the part of the object to animate
    • Setup animation properties in the Inspector window
  • SVRA_InteractSwitch: Used to setup a light switch style toggle for a button

    • Attach to the part of the object to animate
  • SVRA_ColorToggle: Used to toggle the color of an object

    • Attach to the object to change the color of
    • Setup the fuction in the event bridge to trigger the color change on the specified event
  • SVRA_MaterialToggle: Used to toggle the material of an object

    • Setup the same as SVRA_ColorToggle
  • SVRA_GrabToggle: Used to toggle if an can be grabbed or not

    • Attach to the object to toggle grabbable or not
    • Setup the fuction in the event bridge to trigger the grabbable toggle on the specified event
  • SVRA_InteractToggle: Used to toggle if an object can be interacted with or not

  • Setup the same as SVRA_GrabToggle

  • SVRA_ObjectSnapZone: Used with SVRA_ObjectSnapZoneLocation.

    • Setup object to setup snap zone on
    • Create a copy of the object to represent the snap zone location (see SVRA_ObjectSnapZoneLocation for setting up the copy object)
    • Attach the SVRA_ObjectSnapZone script to the original object
      • HoverCharacteristics: Can be used to make the object oscillate for a set distance, speed and direction
  • SVRA_ObjectSnapZoneLocation: Used with SVRA_ObjectSnapZone.

    • On the object copy (mentioned above) remove any rigid bodies and additional scripts attached to the object
    • Disable the Mesh Renderer of the object
    • Enable the “Is Trigger” checkbox of the collider of the object
    • Position the object where you want the object to snap to
    • Attach the SVRA_ObjectSnapZoneLocation script
    • Drag and drop the SVRA_ObjectSnapZone object into the “Snap Zone Transform” setting
  • SVRA_CopyObject: Allows the creation of a copy of a specified object

    • Add to an object
    • Add the object to be copied to the “Copy Object” parameter in the Inspector window
    • Add the transform (empty gameobject) of the position for the object to be spawned to the “Spawn Point” parameter in the Inspector window
    • Setup the fuction in the event bridge to trigger the scene change on the specified event
  • SVRA_ProjectileShooter: A simple projectile shooter system

    • Attach to the object to fire the projectile from
    • Drag a prefab or gameobject into the “Projectile” option in the Inspector window
    • The projectile characteristics determine the direction, angle, frequency, speed and size of the projectile that is fired
    • The “Vibration” toggle is used to determine whether or not to trigger a small vibration burst on firing the projectile
  • SVRA_PlayerResize: Resizes the play area and player to specfied parameter

    • Attach to the object to trigger the size change on interacting with
    • Setup the fuction in the event bridge to trigger the resize on the specified event
  • SVRA_SliderVibration: Used to trigger a vibration on sliding or grabbing an object

    • Attach to the object to trigger the vibration on grabbing
  • SVRA_SceneTransition: Used to transition between 2 Unity scenes via the event bridge

    • Ensure the scene to transition to is include in the project build settings
    • Attach to the object to transition scenes when interacted with
    • Add the name of the scene to the “Level Name” attribute in the Inspector window
    • Setup the fuction in the event bridge to trigger the scene change on the specified event

Prefab Guide


Used to setup the controllers, setup the grip and interaction button and object collision parameters


  • Drag and drop a ControllerManger onto both of the controller components of the SteamVR [CameraRig]
  • Set the “Tracked Controller Object” to track the particular controller.
  • For Controller (left) set it to Controller (left) and for Controller (right) set it to Controller (right)

Addtional Details:

  • Grip Input: Sets the button used on the Vive controller to initiate “grip interactions” (object grabbing, etc.)
  • Interaction Input: Sets the button used on the Vive controller to initiate “interactive interactions” (click buttons, etc.)
  • Touch Radius: Set the radius of the collision sphere collider
  • Hold Radius: Set the distance you remain holding onto objects blocked by other objects / colliders before breaking the joint connection
  • Visible Collider: Make the collision zone for object interaction visible
  • Toggle Grab Mode: Switch between holding the grab button down to grab onto objects or press it once to grab and once again to release


Used to display the current frame rate of the scene


  • Drag and drop into scene
  • Toggle on and off with f key on keyboard