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Controller Events

This scene shows the different events that are triggered when a button on a controller is pressed.  These events are shown in a log in this scene.  This can help script developers find the events they need to build off of.

Interactable Objects

This scene provides a layout of various objects as a demonstration.  Each of these objects can be interacted with in some way.  There are elements such as doors, boxes, and drawers that can be played with.  Some other objects will show traits such as changing color or position when a user's hand approaches or touches the object.

Interaction Helpers

This scene demonstrates different menus and tooltips that can help a user interact with the environment around them.  Tooltips can be used to explain different functions or give description of an object.  There are some menus that can be used on a controller or on an object.  One example of a menu on an object would be having a keypad on a door where the user needs the right numbers to unlock the door.


Straight Pointer

This is a straight pointer that comes from the controller.  This pointer can be used to interact with menus or move the player with teleportation.  It is similar to a laser pointer.


Bezier Pointer

This is a curved pointer that has similar functionality to the straight pointer.  This pointer extends from the controller and gradually drops down to the ground, as if you were throwing an object. 



This scene demonstrates different tools that can help the user teleport around the environment.  The designer can create specific areas or points that the user is allowed to teleport to, define areas that cannot be teleported to, and even set up points that will rotate the user to look in a specific direction when they teleport to that point.

There are also settings to change the type of teleportation between a blink and a dash.  With a blink, the screen fades black during the movement, and with a dash, the user is quickly moved to the desired location.

Locomotion Helpers

This scene demonstrates different ways that can be used for the user to navigate the environment.  Some examples include

  • Using the touchpad to move the virtual user.
  • Making physical movement move the virtual user more in the virtual environment than they do in reality.
  • Letting the virtual user move when they move their arms back and forth in reality, as if they were walking.

There are also some objects in the environment that the user can interact with.  One example of this is a ladder.  The user can move themselves up the ladder by grabbing one rung at a time with the controllers.