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The XR Interaction Toolkit enables you to add interactivity to your AR & VR experiences, across our supported platforms, without having to code the interactions from scratch. As of today, it’s available as a Preview package for Unity 2019.3 via the Package Manager.

We are excited to share the initial Preview release of the XR Interaction Toolkit, available as a package for Unity 2019.3. This toolkit provides a set of components to enable users to build interactive and immersive experiences quickly and easily. Our goal is to enable common augmented reality (AR) and virtual reality (VR) interactions without the need to write code, while still making the system extensible for developers who wish to create their own interactions. Additionally, we’re excited to share that it is compatible with all of our supported AR and VR platforms. 



In Preview

While you are welcome to use the toolkit in production, please note that the XR Interaction Toolkit is currently in Preview and is considered an unfinished product until its public release. In particular, please consider the AR features as experimental at this point in time.

During the Preview period, we are looking for feedback from a broader range of customers to ensure that the feature set, workflows, performance, and stability meet your needs. We plan on a number of iterations between now and the public release and look forward to hearing your feedback to help us improve the product. 

Object interactions (AR & VR)

The XR Interaction Toolkit provides the means to hover over, select, grab (directly or from a distance), throw, and rotate objects within a VR scene. The same interactions are compatible with AR as well when used alongside AR Foundation. Additionally, the toolkit supports tap, drag, pinch, and zoom for interacting with AR objects in the world.

Object placement (AR)

We also provide the means for automatic content creation in AR, allowing for placement and scaling of 3D objects in the world. AR annotations are also supported to display information to users about placed AR objects and possible interactions.

UI interactions (AR & VR)

With this toolkit, basic canvas UI interactions with controllers from all of our supported AR and VR platforms are enabled as well.

Locomotion (VR)

The toolkit provides the means to teleport, including the use of snap turns, within a VR scene. You can extend this locomotion system to include other methods of movement within a room-scale VR experience.

Ready to get started?

The XR Interaction Toolkit is available as a Preview package for Unity 2019.3, which has entered the “release candidate” phase and is expected to officially ship early next year. You may experiment with it using the beta release of Unity 2019.3, but we cannot guarantee nor commit to addressing any issues prior to the official release of Unity 2019.3.

Documentation can be found here, and samples are available in this GitHub repository, though they are only compatible with Unity 2019.3 and beyond. 

Please note that since it is a Preview package, you will need to enable viewing Preview packages. In the Package Manager menu, there is an “Advanced” drop-down by the search bar. Open it, and you will see “Show Preview Packages”.

Our XR team is just getting started, and development continues. Please send us feedback via this quick survey, or join us in the forums!

19 replies on “XR Interaction Toolkit Preview Package is here”

This! I can’t find anything saying why Vive is not supported, if it will be and if so, when? It’s a major platform, please give us some information.

This is a really helpful package. But actually it seems not possible to delete objects placed in AR. Do I miss something here?

There’s a nice touchscreen gesture system including multi-touch hidden in that package. It would be great if Unity could separate it out (since your engineers have clearly identified this as a useful subsystem for building stuff on top of) and make it a standard multi-touch gesture package instead of constantly referring people (and occasionally half-heartedly endorsing) to the various half-assed assetstore packages out there. One of which, I note, has just published an update to maintain compatibility with 2019 (and avoid official deprecation and ensure continued sales) even though it hasn’t been supported for about 4 years.

«In 2020, Unity Finally Releases Officially Supported (Preview) Package for Handling Basic Multi-Touch Gestures on Mobile» doesn’t make for quite a thought-leadership blog post though.

Amazing idea! I was expecting something like that for a while… finally hands interactions will become standard in Unity and we won’t have to look for other 3rd party plugins

Great!
I’m working on a VR app (yes app, not game) that i want to be able to test on the two headsets that i have: an Acer WMR and an Oculus Go.
Please tell me that you will continue to support the Oculus Go going forward. It is an amazing -very underrated- headset.

The XR Interaction Toolkit is not open sourced, only the samples are, am I correct? Would you be so kind to open source the toolkit, just like you open sourced Unity UI? Then extensions and adaptations would be a lot easier to do.

It’s a really good thing to centralize AR/VR interaction directly in Unity.
Did some test on Oculus Quest, and it does’t quite work yet. I can see the teleportation lines, but I can’t interact, none of the buttons of the controllers seems activated. I will keep testing, and fill out the feedback.

That toolkit sounds really interesting! However, most of the stuff is already implemented in the steamVR asset, other than the AR things and UI elements. So your use case would mainly be platform independence, right? The idea of moving away from the steamVR asset is tempting, because you never know what happens with other platforms… however, I really want the finger tracking elements of the SteamVR asset, especially when using the knuckle controllers. I have a project in 2019.2 and wanted to recreate the project with a more clean approach anyways, also using the LWRP instead of standard, in January, so maybe this fits right in. But the beauty of the SteamVR asset is that I can really just drop it right in and get what I need quite quickly and can focus on the content…

That toolkit sounds really interesting! However, most of the stuff is already implemented in the steamVR asset, other than the AR things and UI elements. So your use case would mainly be platform independence, right? The idea of moving away from the steamVR asset is tempting, because you never know what happens with other platforms… however, I really want the finger tracking elements of the SteamVR asset, especially when using the knuckle controllers. I have a project in 2019.2 and wanted to recreate the project with a more clean approach anyways, also using the LWRP instead of standard, in January, so maybe this fits right in. But the beauty of the SteamVR asset is that I can really just drop it right in and get what I need quite quickly and can focus on the content…

This is great we needed the UI interaction presets, I downloaded and tried working around it on my oculus quest. its not working perfectly. Can can know what is a device support for VR.

Thank you, please keep up the solid XR work. Having a native cross-platform option is a great move and I can’t encourage it enough. Also, please release an OpenVR XR Plugin integration soon!!

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