VE2 provides a number of interactable monobehaviour components (Referred to as “V_Components”) that can be attached to your GameObjects to enable a range of functionality.
- Pre-built interactions: The VE2 player rig is able to detect and interact with V_Components out of the box.
- Automatic syncing: The current state of the V_Component is automatically synchronised across all players in the instance.
- Inspector configurability: V_Components provide a range of configuration options through the inspector, and expose Unity events that can be directly wired into your own methods.
- Programmatic interfaces: V_Components all provide APIs to interact with them programmatically.
- Automatic updates: As with everything in the VE2 tools, once the VE2 package is updated through the package manager, V_Components will be updated with new features, configurations, and fixes.

An example of a V_Component - in this case, a V_RotationalAdjustable
Interacting with a V_Component
Once a V_Component is attached to your GameObject and configured correctly, ViRSE will automatically detect player input according to which mode they are in.
- VR Mode: Interactions are triggered through the VR controllers. The player should aim their pointer ray at the GameObject, and use the thumbstick, trigger, or grip button to interact with it.
- 2D Mode: Interactions will be triggered using the mouse and keyboard. The player should aim their reticule at the GameObject, and use left click, the scroll wheel, or keyboard buttons to interact with it.
Creating a V_Component
When adding a V_Component to your scene, you have two options. You can either spawn a preconfigured GameObject (complete with a mesh, materials, sounds, and animations) or you can use the attach the V_Component to your own GameObject and configure it yourself from scratch.
Spawning a pre-configured prefab
Where to find ready-built examples of these components
- The GameObject menu: Right clicking in the hierarchy and selecting “VE2” will bring up a number of prebuilt interactable components.
- The sample scene - Provided samples have been imported, see here
- The setup scene - when choosing “setup scene” from the VE2 toolbar at the top of the Unity window, the scene will automatically be populated with a number of interactable components
Configuring your own V_Component from scratch
Use the AddComponent menu in the inspector of a gameobject to attach any V_Component of your choice. You will need to supply any visuals and audio yourself, as well as configure both the gameobject and the V_Component itself correctly for your use-case. See the specific documentations pages for further instructions.