Live data from Hacker News

How to make buttons in VR (2017)

bvisness.me

1–10 of 15 posts

Re: How to make buttons in VR (2017)

#2
Or don't try to make buttons tangible/physical objects. If your hand (or pizza paddle hand) is inside a button, highlight the button and then use trigger to "press" button. It is hard to press buttons you can't really touch

Re: How to make buttons in VR (2017)

#3
post #2

Or don't try to make buttons tangible/physical objects. If your hand (or pizza paddle hand) is inside a button, highlight the button and then use trigger to "press" button. It is hard to press buttons you can't really touch

While I agree, yes, you should opt to use physical buttons when possible, I'm not going to disparage solutions to any issues.

But also, to your suggested solution, having a button need to be interacted with in VR and a physical button is error prone and annoying. I know I use a button like that daily. I would rather just reach over and stab most of these buttons.

Re: How to make buttons in VR (2017)

#4
post #2

Or don't try to make buttons tangible/physical objects. If your hand (or pizza paddle hand) is inside a button, highlight the button and then use trigger to "press" button. It is hard to press buttons you can't really touch

That doesn't work when you have no physical button available, like with hand tracking. It also creates problems if there's other functions mapped to the trigger, like if you're holding a gun; does pulling the trigger still fire it?

Re: How to make buttons in VR (2017)

#5
Good article. Not sure why the box cast would fix the "paddle goes through the box" thing though, unless they are doing the box cast at the rendering Hz and the physics Hz is significantly slower - which makes sense.

I made physics buttons in Unity and they worked well. Key is the colliders on the hands need some special sauce to make them be real proper physics objects that don't collide into things. The SteamVR demo for unity is a great starting point for this.

Re: How to make buttons in VR (2017)

#6
Flight simmers like using physical button boxes instead. It takes around two weeks to get used to the button locations even when they don't match the virtual cockpit.

A good old mouse works just as well and its microswitches give a nice tactile response.

Re: How to make buttons in VR (2017)

#7
If you want a UI for pizza peel hands, the clear choice is flag semaphore!

I don't have VR goggles but I feel like someone will eventually come up with a successful Minority Report imitation. We'll all have very tired arms but that seems a fait accompli of VR stuff anyway?

Re: How to make buttons in VR (2017)

#8
post #7

If you want a UI for pizza peel hands, the clear choice is flag semaphore! I don't have VR goggles but I feel like someone will eventually come up with a successful Minority Report imitation. We'll all have very tired arms but that seems a fait accompli of VR stuff anyway?

One thing I noticed from VR is that it is exhausting. Something about it just drains me. Even just sitting and using a joystick. This is aside from even the weight of the headset. Just having my brain process the vision part of it isn't super sustainable. I've found, flipping up the headset every 10-20 minutes helps a lot though.

I mostly play flight sims so I don't use the motion controllers or anything, but I can't imagine having to work all day in VR.

Re: How to make buttons in VR (2017)

#10
post #8
post #7

If you want a UI for pizza peel hands, the clear choice is flag semaphore! I don't have VR goggles but I feel like someone will eventually come up with a successful Minority Report imitation. We'll all have very tired arms but that seems a fait accompli of VR stuff anyway?

One thing I noticed from VR is that it is exhausting. Something about it just drains me. Even just sitting and using a joystick. This is aside from even the weight of the headset. Just having my brain process the vision part of it isn't super sustainable. I've found, flipping up the headset every 10-20 minutes helps a lot though. I mostly play flight sims so I don't use the motion controllers or anything, but I can't…

I am a VR enthusiast.

I totally agree! I feel like I am scuba diving or snorkeling. The discomfort drains you.

Just thinking about the extra work your brain is doing to process VR visuals

Universal issues: * flat, everything in focus rendering instead of "light field" style, per-eye adjusted display focal depth

Per-individual issues: * Mis-aligned pupils (IPD) * User not having glasses or corrective lenses inside the headset * Wrong prescription (Everything is 4 - 6 feet from the user's perspective for a prescription), so bifocals or the wrong pair of prescription glasses create fatigue * Motion sickness sensitivity

Doing a little VR can consistently build up tolerance, but there is always some amount of overhead for me that is fatigue inducing.

Post reply on HN