
them how to hand it to someone else or
throw it across the room, and you’ve set up
the opportunity to layer on more advanced
tasks, like sorting many objects, hiding
them, or even shrinking or enlarging them.
For VR developers, the downside of giving
your users hands is that the users expect VR
environments to be more interactive than a
traditional game. When we populated our
test world with some small props, the first
thing people tried to do was pick them up.
When we let people pick those objects up,
they tried to throw them. When we let them
throw them, they expected them to bounce
and interact with other objects. We wouldn’t
have figur