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by kfarr 820 days ago
I agree that Meta has tried but their solution is really completely different than a more traditional OS UI. Meta provides low level convenience functions SDK for the various native app development frameworks (mostly Unity and Unreal) to access the hardware and facilitate common movements, but the actual UI implementation is up to the app author resulting in a helter skelter hodge podge of varying UI from app to app. Even in the first link you provided above, after introducing many alternate concepts then it shows screenshots of wildly varying interfaces across multiple apps.
1 comments

With a total of 10 buttons on the controller it's a (usually) minor annoyance that one app chooses to use one button to choose an action and another chooses a different button. Sometimes it can be really frustrating to try a bunch of buttons and see what works. I've put quite a few people through the AR demo that shipped with the Quest 3 and noticed that VR-naive people vary a lot in how quickly they figure out the idea that you can use a controller to shoot a gun.
100% agree. Sounds minor but one of the biggest usability issues for new user since the launch of the standalone quest is the confusion of users on whether to use trigger or X / A button as primary action.

And I'd say it's more than a minor annoyance, it's wild that the issue has existed for nearly a decade and their UX team thinks it's ok.