Wonderful news. I think the current PDF documentation is good as a quick-start guide but doesn't really go much in-depth, so this will definitely help. Maybe the first ‘Quick Introduction’ video could use some commentary at the end instead of the eerie silence; e.g. mentioning the abilities you use as you showcase them or what's happening under the hood ("raycasting for an object in a specific layer") etc. to give the newcomers a glimpse of what's happening. As a side-note, I wanted to ask if you're aware of the new input system package (forum, installation, action assets) which is (supposedly) about to leave the preview phase and become official in 2019.3 and will eventually replace the old way to handle input. Will you consider supporting it, for example as an alternative ‘UnityNewInputManager.cs’? We're currently using it in our project (it's way easier to do some input checks and processing and to set up different input devices) and since some platforms only allow one input system to be active at a time (either the old or the new one), I'll be looking for ways to bridge our input logic to this asset anyway. I'd like to avoid changing too many things which would be reversed every time an update for Climbing System comes along – but I was quite happy to find out input handling is centralised in the input manager script (and some bits in CameraController) which would make swapping between the two versions a lot less painful, even if you decide against supporting the package for the time being.