XR Interaction Library
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Drag The Ground

With a pointer reticule, selecting the ground allows the users to move it along the floor-plane in a familiar “click and drag” way.

It is easy to make small, precise adjustments, and easy to move in directions that are not connected to the users line of sight.

Little Cities

  • There is already heavy use of the pointer line, and “point at ground” is an extremely common verb in the game.
  • This locomotion system is supplemented by an adjustable scale (zoom in and out), and snap-turning.
  • The user often wants to hop around in nonsequential directions, as they look over their city construction.
  • It feels good to quickly move oneselves “backward” to a precise spot from memory.
  • The movement input takes exclusive control of the ‘grab’ buttons on the remote to prevent conflation of movement and selection.
  • The blue grid that appears is not the users play space, but a “comfort cage” that provides a visual anchor to help mitigate motion sickness. I think a play-space outline would also work well here.
  • The paraboloic selection arc somewhat keeps the world-movement-speed and amount-of-hand-adjustment linearly related. Without it, Selecting a spot further away will have the world dragging faster for the same amount of hand movement. This can lead undesired fast, sudden, and choppy movement; and make intuition harder to develop.

Cons

  • It can be easy for the user to give themselves an uncomfortable experience.
  • Movements over large distances is repetative and annoying.
Minimum Movement threshold, jitter prevention/smoothing, and a maximum drag speed should be explored.