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Struggling with Interaction Design in VR How Do You Make It Feel Natural?

samuel.193181
Honored Guest

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

 

2 REPLIES 2

dexum11
Protege

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. 

Good