dunity
dunity
I've posted a quick mock of such an approach in a new branch : [improvements/dylanu/direct-select-feedback](https://github.com/Unity-Technologies/EditorVR/tree/improvements/dylanu/direct-select-feedback)
These are functioning as intended. The buttons are not meant to be seen from the back of the workspace. Ideally, either additional settings are placed on the back of the...
Consideration should be given for the use of the new luma-independent visual approach for the blink visuals. This would free us from the need to make the visuals any specific...
Allowing for (semi-automatic) social-media publishing of screenshots might be nice too.
@stella3d I'd go with allowing the Tools to define the length. Some tools will need to change this length dynamically, or at specific times/states.
A silhouette/outline would be good. IMO it should spawn and be totally visible regardless, for a period of time. If workspace is occluded the following could apply: Outline should be...
We could approach the use of the ViewerScale(via interface) to see if we can counter this issue at certain lossyscales.
This can be done via the "alternate ui", needed for further spatial pattern implementation (currently waiting for gaze detection to be merged to dev).
@mtschoen-unity Definitely great points, and something to be addressed. Personally, conceptually, I feel that the approach you described makes sense.
With reference to the controller refactor: This is also a good example of a case in which it will be helpful to visually(+haptics) call out the thumbstick(on rift in this...