@kangaroo5383 On one hand, engineers who have no design sensibilities/experience will have a hard time learning.
On the other, designers might not have the experience to know what good code looks like & doesn't think about improving
I've been musing over how to "interact" with objects in XR beyond the "near field natural grab." I don't like Laser pointer grabbers, they always feel like a clunky solution. I cooked up an eye tracking enabled - natural grab solution.
@BattleAxeVR @ColeSlavVR It was a big problem in "early" VR (pre-head tracked) that was part of the reason why the industry died for like nearly 2 decades
@BattleAxeVR @ColeSlavVR Haha you never have to tell a vr dev that. I have my headset hard mounted to a mic arm. The statement was in regard to snap turning being >> smooth turn for new vr users/gamers bc nausea could be a real problem
@ColeSlavVR Gotcha! So just doing enough user testing/surveying to understand what most users expect. Still pretty difficult imo but certainly something I'll keep in mind :)