generated: '2026-08-29' method: searched source: https://developer.strivr.com/docs/sdk/latest/unity/strivr-sdk-prefabs.html, https://developer.strivr.com/docs/sdk/latest/unity/about-strivr-vr-rig.html, https://developer.strivr.com/docs/sdk/latest/unity/controller-overlays.html, https://developer.strivr.com/docs/sdk/latest/unity/about-pause-feature.html docs: https://developer.strivr.com/docs/sdk/latest/unity/strivr-sdk-prefabs.html note: 'These are client-side embeddable runtime components, but the host is a Unity/XR scene rather than a web page - Strivr ships Unity prefabs, not web components or hosted iframes. They are catalogued here because they are functionally the same thing: drop-in UI/runtime surfaces the provider maintains so the consumer does not build them. Strivr states the three primary prefabs do not depend on each other and can be used individually, and that SDK prefabs must be placed in the FIRST scene of the build only.' distribution: bundled in the com.strivr.strivrsdk Unity package under Packages\Strivr SDK\Runtime\ families: - family: Data components: - name: StrivrSDKDataManager kind: prefab description: Automatically adds Session Start / Session End events to the app, and uploads buffered events when the application is paused or quit. Required in the first scene before StrivrAnalytics.TrackEvent can be used. - family: XR Rig / Locomotion components: - name: StrivrSDKXROriginManager kind: prefab description: A VR rig aligned with the Unity XR Interaction Toolkit "Complete XR Origin" prefab, customized for Pico Neo 3, Quest 2 and HTC Vive/XR Elite, falling back to default controllers otherwise. strivr_modifications: - Action Assets swapped from XRI Default Input Actions to Strivr XRI Default Input Actions (adds joystick processors) - Grab Move Provider removed so users cannot move while paused - Both LeftHand and RightHand set to Teleport Locomotion - Strivr found Smooth Locomotion can cause motion sickness - Rotation on teleport disabled to avoid disorienting users - name: StrivrSDKLeftControllerModel kind: prefab description: Platform-accurate left controller model with input-mirroring animations for Quest 2, Pico Neo 3 and HTC XR Elite. - name: StrivrSDKRightControllerModel kind: prefab description: Platform-accurate right controller model with input-mirroring animations. - name: Controller overlays kind: sprite set description: Overlay sprites signalling which action each controller input maps to; they fade into view as the controller nears the user's face. - family: Application lifecycle / UI components: - name: StrivrSDKPauseManager kind: prefab description: 'Adds a customized pause placard bound to a new Pause action under XRI LeftHand Interaction (buttons: menu, primaryButton, secondaryButton, start). Selecting Exit returns the user to the Strivr Player application when it is installed on the headset; with Test Mode enabled, exit does NOT launch the Player, which speeds up development.' known_limitation: On Quest devices the Oculus home button cannot be overridden, so it will not trigger the Strivr pause placard. - family: Tracking components: - name: StrivrObjectTracker kind: script description: Attach to any GameObject to fire an event when that object enters the user's (narrowed) field of view. component_count: 7 placement_rule: Strivr SDK prefabs need to be placed in the first scene of the build only.