05-14-2025 09:45 AM
Hey everyone 👋
I’ve been working on a VR prototype for [insert platform e.g., Meta Quest 3] using and I’ve hit a wall with interaction design.
I’m specifically struggling with:
Making grabbing and releasing objects feel natural and satisfying
Ensuring hand-tracking gestures work consistently
Preventing “floaty” or awkward physics when interacting with objects
I’m currently using [e.g., Unity XR Toolkit + Meta SDK], and have tried tweaking things like rigidbody settings, grab points, and animation curves — but it still doesn’t feel right.
🧠 I’d love to hear how others approach:
Interaction feedback (haptics, audio cues, visual effects)
Making complex interactions intuitive
Any tools, assets, or techniques you swear by
Happy to share a video clip or code snippet if that helps!
Thanks in advance I’m aiming for quality and polish and would love to learn from this awesome community 🙏
VR Interaction
DesignUnity
XR Toolkit
Meta Quest
SDKVR UX/UI
Hand Tracking
XR Best Practices
05-16-2025 12:48 PM
I'd suggest taking a look at Meta's Interaction SDK: https://developers.meta.com/horizon/documentation/unity/unity-isdk-getting-started/
It includes a lot of features that make interactions feel good that the Unity XR Toolkit does not include like poke limiting and hand grab posing.
4 weeks ago
Good