How to make buttons in VR (2017)
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How to make buttons in VR (2017)
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Re: How to make buttons in VR (2017)
#2Re: How to make buttons in VR (2017)
#3Or 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
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)
#4Or 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)
#5I 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)
#6A good old mouse works just as well and its microswitches give a nice tactile response.
Re: How to make buttons in VR (2017)
#7I 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)
#8If 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?
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)
#9Re: How to make buttons in VR (2017)
#10If 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 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.