Physics-driven VR interactions in Unity.


Projects Using NewtonVR

If you have a project that is using NewtonVR and would like to be featured here, send us some info about your project via Twitter: @TTLabsVR.


Permission to use NewtonVR is granted by Tomorrow Today Labs under an MIT license, the full language of which is included in the github repo. We believe that the quickest path to enabling others to create amazing things in VR is to provide free tools without restriction to the VR community for the sake of creation. This allows individuals, hobbyists, indie groups, and game jam teams the ability to quickly spin up VR projects that feel good to use and saves a lot of time that is better spent making cool shit.


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

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:

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