At the moment a big part of designing for VR is figuring out some standards for UI and UX. Did you see where they put the UI in Half-Life: Alyx?pic.twitter.com/oukUdBT7eD
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I was surprised at the number of wrong ways a player can interact with a button!
Open hand, fist, pointing, even from the wrong direction!
It's a much expanded version of @lizardengland 's "The Door Problem". http://www.lizengland.com/blog/2014/04/the-door-problem/ …
In games where the player's position doesn't change too much, like behind a counter, you can place some of that information on the scenery. This gets A LOT more complex if the player can move through space.
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