Guide how to use controllers in your VR experience in easy to follow manner
- Easily target specific buttons, set popups and highlights to make sure user knows how to progress.
- Control the onboarding workflow with completion-rules that'll make sure user actually knows how to perform the action
- Bring user attention back to onboarding if they don't get it
Configure Onboarding Flow in Editor (no code)
- no code required - you can use existing UserGuidances like HighlightButton and combine them with CompletionRules, eg. ButtonPressed
- you can easily extend the workflow with code for more complex scenarions
Built-in User Guidances
- Highlight
- Tooltip
Built-in Completion Rules
- Button Pressed
- Button Held for n seconds
- Time Passed
- Joystick Moved
- Object Moved
- Custom Signal
- Combined OR (any of)
Designed to work with various XR frameworks and InputHandling
- UnityXRToolkit
- UnityXR (device-based, replaced by New Unity Action Based Input)
- SteamVR
- OVR
- other frameworks are generally using one of the above for input and you'll be able to easily integrate
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Get On Asset StoreProducts

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Fast Script Reload
1. Play 2. Make change 3. See results

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Transform Changes Debugger
Any change, any transform, any frame

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Immersive VR Mechanic
Tools and Interactions

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Immersive VR Inventory
(Backpack / Holsters / Containers)

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Remote hands tracking
for Oculus Quest

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Missing Unity Events
What is changing my transform?

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Transfrom Setter Interceptor
What is changing my transform?

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