I feel like it’s quite unresponsive? It took you quite many tries to close it. It would also be better if there is a visible indication for where the gui is, maybe just add a button with an X that can show that there is a menu above it that you can interact with?
Yeah, responsiveness is a bit of an issue because I’m trying to find a good balance of usability.
I either make it so the UI will be annoying to use because it’d be constantly closing or opening when trying to use it, or its a little unresponsive but more pleasant to use.
Essentially, I don’t want the code to determine the player is swiping down too early, as the player may not be trying to, as such I have to purposefully add a bit of a slow responsiveness just to ensure the player IS trying to swipe down.
The UI is everywhere. It moves to where your hand is when it activates, but will be facing you when it appears.
The game will also tell the player that they have to swipe down to open the menu and vice-versa.
SAO is a great anime, insanely cool to see devs recreating aspects of it, especially in VR too.
This is the only issue I had about it, otherwise it looks surprisingly clean.
Maybe you could make the movement a bit more complex than swiping up? You should find something complex enough that it wont accidentally be triggered, but also not really hard to do, like how the Vision Pro works when your thumb and pointer finger touch.
I modified it quite a bit after posting that, I ended up requiring both R1 and B to be held simultaneously in order to trigger the menu, as well as ramping up the sensitivity of the menu because now I don’t need low sens as a failsafe, meaning you can now just move your hand as much as you want, and it won’t trigger the menu unless you’re holding a specific combo.
Heres a more updated clip of this (There are also sounds, my oculus just didn’t want to record them)