Ergonomic neutrality | Prioritize indirect interactions for long-duration tasks to keep users in a neutral body position, which is more comfortable than extended direct interaction. |
Multimodal feedback | Deliver multiple forms of feedback. Design visual ray lines, cursors, and effects, and use sound and haptics on controllers to confirm interaction states and improve user confidence. |
Targeting disambiguation | Utilize the Interaction SDK's (ISDK) "first/best hover" logic to prioritize intent in scenes containing multiple, closely-packed interactables. |
Gesture consistency | Always use the standard pinch gesture for hand-based selections and the trigger for controller-based selection to maintain system-wide familiarity. |
Targeting assistance | Implement magnetism and snapping for distant 3D objects (excluding standard 2D UI) to make targeting feel more satisfying and less reliant on pixel-perfect aim. |