Use Cases

Fitness, health, and wellness

Use case gaming graphic

Rhythm Based Fitness

Get ready to move your body and groove to the beat! By developing rhythm-based fitness VR experiences, you can create an immersive and engaging way for people to get fit and have fun while doing it.

Meta Quest Lifestyle App Accelerator

Design Considerations

Before you start building your app, you should consider the overall design to improve user comfort and usability:
  • Avoid head-locked content: Displaying information around the user’s field of view, like a heads-up display (HUD), is a popular method used in first-person games. However, while using a Meta Quest in an MR context, the information displayed around the user’s eyes can tire them quickly and reduce usability.
  • Support direct and indirect input interactions alike: Users expect the ability to interact with objects through various input methods, such as hand tracking and controllers. Accordingly, you should design to natively support various Quest-supported input methods.
  • Size and distance for proper depth perception: When displaying virtual objects in MR, it’s important to display them at an appropriate size and distance. Getting this wrong can create user confusion.
    • Do not place virtual objects behind walls, or other physical objects in real space. In this case, when the user tries to approach the object, they may injure themselves by colliding with real objects. Eye fatigue and awkward sensations also increase due to incorrect depth information.
    • When displaying a modal UI, such as a dialog box or other overlay information, display it with consideration for the depth of virtual objects. When displaying an important dialog as an overlay, virtual content must be dimmed or hidden so that the user does not feel confused regarding the depth of objects.
    • When displaying small-sized objects, users can easily get lost. This is because they can move freely and look anywhere in MR. Therefore, it is recommended to provide clear visual and auditory cues when displaying small-sized objects to guide users.
    • When an object bigger than the actual physical space is overlaid on top of the environment, this can lead to confusion about what is real. To avoid this, you can either make the background of the virtual object non-transparent, effectively hiding the real-world behind it, or you could clip the object so it doesn’t exceed the real-world space boundaries.

App Examples

Meta Code Llama graphic

Powerbeats VR

PowerBeatsVR is here to elevate your fitness journey to new heights.
Meta Code Llama graphic

Beat Saber

Beat Saber is a unique VR rhythm game where your goal is to slash the beats (represented by small cubes) as they are coming at you.

Key Elements / Building Blocks

  • Hand Tracking: This building block enables another main feature of mixed reality: the ability to interact with virtual objects using their hands. The Hand Tracking building block will show you a representation of your hands and enable you to grab, push, and poke virtual objects around you. It will also allow you to recognize hand gestures. For example, a pinch can be recognized and used in your gameplay. Use this building block whenever you want the user to interact with virtual objects using their hands.
  • Camera Rig: This building block provides everything required to enable head tracking and stereo rendering, as well as most mixed reality capabilities in Unity. It will be installed as a required dependency for most other Building Blocks. Camera Rig provides everything required to use the Presence Platform capabilities in Unity. It is a mandatory building block. It will be installed by default whenever you install another building block. Without it, you won’t be able to get Presence Platform features to work properly.
  • Virtual Hands: This building block allows the user to see a representation of their hands in the headset. This capability comes from our Interaction SDK, and allows a large number of interaction possibilities. Use this building block whenever you want the user to see a representation of their hands, or when you intend to use more advanced interaction capabilities from the Interaction SDK.

Showcases

  • First Hand: We’ve updated one of the most-used developer showcase apps, “First Hand”, to include new modules that showcase how Interaction SDK can be used together with Avatar SDK to enable Social VR, and showcase new gameplay opportunities made possible with multimodal input (simultaneous tracking of both controllers and hands).

Relevant Samples