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just watched that Unreal VR vid (lorenschmidt.itch.io/dungeon-decorator), and suddenly i have THOUGHTS about VR editor design. okay:
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first off : floating gizmos attached to your hands? grabbing with laser pointers? why not make things much more physical?
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you don't need grid alignment, move-along-x-axis. just grab and move. and maybe optional gravity instead of floor snapping.
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mainly, though: why is it at that scale? why isn't it a dinky little tabletop scene, with a "warp here and look about" tool?
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the sensors are accurate enough and your arms won't get so tired. you can have the overview, eye up alignments etc much easier.
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and you can make the tools exist in the space, make them discoverable. a scale wand, a grab wand, a texture wand, a spawn wand.
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(shortcuts on the controllers, too - but an endless drawer full of models would be nicer than a virtual iPad of rendered previews)
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i totally know why you'd do it this way first, and can feel the pain of hacking in VR to a unwieldy beast like Unreal. but in the future...
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nice article on UX for VR - things people trip up on: medium.com/@timoni/ux-pointers-for-vr-design-dd52b718e19#.k34o5gwd6