XR Interaction Library
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Multi-Modal Buttons

When implementing buttons, let users use as many different input mechanisms as you can. If they try something that seems like it should work - like reaching out directly with a finger - then it should work.

Buttons borrow the design language of real-life buttons, which we can reach out and poke. Nothing feels worse than trying to direclty interact with a UI element modeled after a directly interactable thing, only to be told you have to go through an indirect interface instead. A button should work like a button, not like a floating web page.

Let Users Press Buttons!

In ‘Little Cities’ there are a few menu’s that operate with a laser pointer, while most of the game uses small buttons (‘bubbles’) near your hands. The game let’s you reach out and press the laser-pointer-menu directly with your hands. This is good. You should do this.

Physics Driven Button Interactions

One approach to buttons is to simulate them outright. You can press them, you can hold a stick and press them with a stick, slash them with a sword, and anything else the player can imagine. This works for physics-based games like Boneworks.