Hurricane VR - Physics Interaction Toolkit

HurricaneVR is a complete VR Interaction Framework with a heavy emphasis on quality physics interactions. The Physics Hands are controlled by tuned PD Controllers enabling smooth and responsive hand physics, high quality collision, two handed holding, throwing, 

and interactions with your physics objects.


Supported Unity Versions: 2019.4 - 6.3


-All Major Headsets, XR Plugins, Unity versions 2019 and up are supported allowing you to target multiple devices and platforms.


Pairs well with the BW Style Hexabody Player Controller for a complete physics experience.

Be sure to give the Demo a try!

Discounted HexaBodyVR Bundle


⭐ Recent Updates ⭐


- Valve Knuckles XRHand OpenXR support for Middle, Ring, Pinky

- Pose Zones

- Socketable Orientation UI Helper for multiple socket types

- Haptic Enhancements for Guns, Hand & Force Grabber, Hand and Held Object Collisions

- Force Grabber and Hand Grabber Hover and Grab Poses

- Pose swapping mechanic on held objects. Flip knives in your hand!

- Advanced Stabbing System w/ Customizable Stab Difficulty and Friction

- Brand new Examples scene loaded with demonstrations of asset features.



⭐ Grab Interactions⭐


- Smooth and Responsive One and Two Handed Physics Grabbing

- Supports custom rigged hand models

- Advanced Pose Editor with per finger animations and bone mirroring

- Dynamic Auto Pose Solving using Physics

- Gravity Gloves or Force Grab style remote grabbing

- Line Grab - grab anywhere on the line w/ optional grip adjustment

- Dynamic Auto Poser Live Updates in editor view for quick pose creation

- Configurable one and two hand strength per grabbable

- Powerful socket system with easy filtering and auto scaling by mesh size

- SteamVR Finger Tracking Integration (Knuckles etc.)


⭐ Player Controller⭐


- Sit / Standing Modes with Height Calibration

- Smooth locomotion with smooth and snap turning

- Player can crouch, sprint, and jump

- Teleport with dash to destination option

- Post Teleport collision safey check of hands and held objects


⭐ Weapon Examples ⭐


- Gun System and Gun Creation Editor

- Customizable physics based gun recoil

- Physics Based Bow and Arrows

- Advanced Stabbing System w/ Customizable Stab Difficulty and Friction


⭐ Samples included ⭐


- Physics interactables: Doors, drawers, dials, buttons, and levers, combination safe

- Over the shoulder backpack inventory with auto collect

- Auto collecting chest inventory

- Waist Holsters with configurable orientation

- Keypad door unlock

- SMG, Pump Shotgun, Pistol

- VRIK Example Scene

- UI Interactions

- EmeraldAI v3 Example



⭐ Integrations ⭐

HexaBody VR Player Controller

Final IK / VRIK Integrated with interaction system

Portals for VR has integrations with Hurricane and HexaBodyVR.

Emerald 2024


Support:

Discord Support

Documentation

Example Scene Demo


This asset works with any render pipeline because it's a framework, not a 3d model package.

Release Notes

*********Update Procedure************

[Versions 2.8.2 - 2.9]

  • Import updated asset and Re-Extract integrations. Deleting is not required.

[Versions < 2.8.2]

  • Backup HurricaneVR/Framework/Resources/HVRSettings
  • Delete HurricaneVR folder, reimport the asset, extract any integrations used

*********************************************

2.9.3c

Added OpenXR Feature patch for OpenXR Quest 3 controller flip bug.


2.9.3

Valve Knuckles Finger tracking now works with XRHands + OpenXR plugin

Emerald2024 integration

Fixed OpenVR plugin not being detected in newer unity versions.


2.9.1h

Grab detection keeps disabled grabbables in the list but marks them as invalid instead of ignoring them completely.

CanRemoveGrabbable on sockets will now affect sockets in "grabbable" remove mode.

Fixed an issue where physics hands collision might stay disabled after a grab based on device + sdk combination in use.

HVRPoseZone will now unpose the hand if the pose zone component is disabled when the hand is in the zone.

Hand pose editor fix for Unitys 2023 code changes.

Added DistanceGrabbed and DistanceReleased events to the HVRGrabbable component, the released event will pass a boolean indicating a hand grabbed or not.

Fix OpenXR Plugin Detection


2.9.1 Fixes


Fixed HVRSocket from being able to grab two objects when GrabsFromHand is enabled.

Move HVRPosableGrabPoint initialization to awake instead of start so newly instantiated objects can be grabbed immediately.

Added Pico device detection for controller offsets.

Fixed HVRStringSocketFilter / HVRStringSocketable filtering pair.

Fixed shoulder socket not working when moving forward.

Fix Oculus and WMR menu button bindings for OpenXR

Fix HVRCockingHandle to better handle initial grab offset

Fix lock rotation in the demo scenes, bug caused by newer unity behaviour

HVRGrabbable: new overridable function CanHandGrab for grab filtering.

HVRHandGrabFilter - abstract base class for modular hand grab filtering

HVRGrabHandFilter - new component for hvrgrabbable to limit which hand can grab

Example scene updated for grab hand filter


2.9.1


Fixed bug where the grab joint might end up on the wrong game object if the grabbable was a child of the rigidbody.

Fixed player controller to take into account the angle of the surface the player is standing on.

Fixed bug where child grabbables could be grabbed if their MasterGrabbable was socketed.

Added backpack rigs to hexabody integration.

2.9.1c - Fixed two hand strength overrides not resetting on release.

2.9.1b - Small bug fix in new editor script.


Hand Strength Updates:

JointSettings on the hand and grabbable components are now deprecated, they will continue to work but will be removed in a future update.

PDStrength scriptable object is the replacement containing only the fields that are pertinent to the PD Controlled hands.

Fields that reference an existing PDStrength asset will display the editor in place for quick editing.

The following fields are added to replace the old ones:

HVRJointHand.Strength

HVRHexaBodyHands.Strength|OneHandedClimbStrength|TwoHandedClimbStrength

HVRGrabbable.OneHandStrength|TwoHandStrength

Included rig and hand prefabs are updated.


Teleporter: Momentum is now maintained for the hands and held objects when teleporting.

Physics hands now account for teleporter jumping large distances.


HVRSocketLink:

Permanently links a grabbable to a socket with optional return time lerping.

Replaces the now deprecated grabbable fields StartingSocket/LinkStartingSocket.

Filter setup is not required as the socket will only accept the linked object.

Example scene updated with socket example. Backpack on rig prefab updated.


HVRSocket: all rb properties restored when RemoveRigidbody mode is used.

HVRPlayerInputs: ForceGrabber activated options updated with GripAndTrigger, Trigger, GripOrTrigger.

HVRHandImpactHaptics: MaxForce used in haptic amplitude calculation will default to the hand's max force value.

HVRGunBase: added hit collider, rigidbody, and distance to the arguments passed to the Hit event.

HVRStringSocketFilter and HVRStringSocketable updated to hash it's string value for performance.

HVRPlayerController:

- Added GroundedRadiusFactor which will multiply with the player capsules radius for the grounded sphere cast check.

- Horizontal ground movement will take into consideration the angle of the ground the player is on.


PalmCenterOfMass removed from HVRGrabbable in efforts to prevent framework from touching rigidbody properties.

Hexa Integration - default hand strength lowered based on common feedback.


---------------------------------------------------------------------------------------

2.9


Fixed grab indicators showing up even if they were marked disabled on the HVRGrabbable.

Fixed issue where CockingHandle would not lock forward if the controller was too far forward of the grab point.


Added HVRPoseZone: Uses a provided HVRHandPoser to pose the hand when the hand enters the overlap zone.

Demo KeyPad updated with a pose zone example.

HVRSocket: New 'PoseTag' field which links with HVRSocketable Poses field for saving orientation when socketed.

HVRSocketable: New Poses field with inspector interface to help save orientations for different socket types.

HVRGunBase: Added Hit event which passes the gun, hitpoint, normal, and direction variables.

HVRHandAnimator: Added 'HandOverride' transform field, allows HVRPosableHand component to be on a different component. VRIK IK targets is one example.

Bow: Fixed hand collision being re-enabled to early with the arrow.

Hand Prefabs: Added trigger collider with HVRHandTrigger component for easy hand detection by other components (HVRPoseZone).

Example Shotgun: modified two hand hold strengths to prevent forehand from moving the shotgun backward to easily.

Basic Information
Latest Version
2.9.3.c (05 Dec 2025)
Publisher
Cloudwalkin Games
Category
Tools/Physics
Size
122.1 MB
Price
€64.39
Asset Rating
(181)
Extended Information
Unity Versions
2019.4.1
Render Pipelines
BIRP URP HDRP
State
Published