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My research focuses on the bird's-eye view in VR. It mainly studies interaction interfaces and interaction methods. The current task is to draw on traditional top-down game interactions, including controllers and keyboard-mouse. Two schemes are compared: one is the button-based Gamepad scheme, and the other is the XR scheme that relies more on motion sensing. Their strengths and weaknesses are analyzed. This prepares for proposing a comprehensive interaction scheme for the next stage.
Given the condition of the bird's-eye view, the task at this stage of this study is to compare the strengths and weaknesses of two interaction schemes.
The first is the Gamepad scheme. It mainly draws on the mature controller interaction scheme from "Desperados III". Other reference targets also include the controller interaction scheme of the top-down game "Divinity: Original Sin". The usability and efficiency of these traditional schemes have been validated by the market, making them suitable as a benchmark. When playing, the Gamepad scheme directly uses an Xbox Controller connected to an Oculus headset.
The second is the XR scheme. It uses the Quest 2 touch controllers that come with the Oculus Quest 2. This scheme makes full use of the motion-sensing features of XR controllers, completing interactions as much as possible through limb movements or virtual rays. This study is still ongoing, and the efficiency of the XR scheme remains to be observed.
The experimental scene uses Unity's new InputSystem to manage interaction behaviors. Changing interaction bindings is very convenient, which well meets my need to adapt to multiple types of controllers.