You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
When you're inside a large model / overlapping one, like for example an ARR model, it can get hard to interact with UI objects.
It would be nice if it was possible to add a layer/priority system to the interaction-beams, so that it's always possible to interact with high-priority UI elements.
My thought here is to have the hand interaction beams pierce, instead of hit objects, and return the object with the highest UI priority.
So that if you're pointing at a model with priority 0, and behind it, a menu button with priority 5, events will get fired on the button, instead of getting 'hijacked' by the model.
Alternatively could do some gaze-filtering, where objects you're looking at are more important than ones you're not.
(Just y'know, filtering away models you're inside.)
The text was updated successfully, but these errors were encountered:
When you're inside a large model / overlapping one, like for example an ARR model, it can get hard to interact with UI objects.
It would be nice if it was possible to add a layer/priority system to the interaction-beams, so that it's always possible to interact with high-priority UI elements.
My thought here is to have the hand interaction beams pierce, instead of hit objects, and return the object with the highest UI priority.
So that if you're pointing at a model with priority 0, and behind it, a menu button with priority 5, events will get fired on the button, instead of getting 'hijacked' by the model.
Alternatively could do some gaze-filtering, where objects you're looking at are more important than ones you're not.
(Just y'know, filtering away models you're inside.)
The text was updated successfully, but these errors were encountered: