In VR it is pretty much bog standard to use the trigger button to click items ( ie buttons), but i've noticed in Sansar you have set the grip button to do this. If you are expecting a bunch of VR users to be coming into the app. ( I'm pretty sure they will) I think it would be wise to remap the trigger and grip buttons so the app. isn't to confusing for brand new users.
#Using the trigger button
1 messages · Page 1 of 1 (latest)
what headset are you on?
Meta Quest 3
Interesting. I've never used a Quest so I'm naïve to how they differ from regular headsets. Heard a few issues lately that make for a subpar experience with Quests. I was waiting until I could acquire a Frame to experience what it's like on that type of headset with that being a streaming option and having that alternate button layout. Would be great to address these things when I'm able and I hope to.
I can only bring up bugs with the Quest 3, as it's one of the more popular headsets, and you're only in early access I thought you should know.
Yes, I agree. Was just in Treck's world, and was trying to work elevator buttons by clicking on my Valve Index trigger button, which did not work as I would expect. Had to use the grip button which was not intuitive.
Since I've been on Sansar for so long, I sort of forget that I initially try the trigger, fail, then automatically switch over to pressing the grip button.
a creator could set any of these buttons themselves but im wondering if its a more to do with them using a provided script is setting most things to be using the 'wrong' buttons
im betting its our default intereact is setup to use the grip as interact
but it could be swapped to using trigger (i think.. legacy issue maybe..)
It's not just grip and trigger, you also jump and open wrist menu with different buttons when you come from other platforms, you always have to fail clicking the wrong ones a few times until you swap them in your brain.