Game Development

VR 101: Foundations of VR Interaction

Welcome to VR 101!

As the name suggests, this book is all about VR development. Before diving into the chapters, we highly recommend reading the introduction page, as it contains essential information to help you get started.

All content—including articles, illustrations, and code—is completely free to use. However, redistribution in any form requires permission from the author.

This book is currently a work in progress. If you have any questions or suggestions, feel free to reach out.

Table of Contents

  • 0. Introduction
    • 0.00 – Introduction
      Why I’m writing this book, what this book is and isn’t.
      Last Updated: May 18, 2026
    • 0.01 – VR In 2026
      This optional chapter discusses the current (2026) state of VR hardware, their capabilities, design conventions and limitations.
      Last Updated: May 18, 2026
  • 1. The Rig
    • 1.00 – The Pawn
      Collisions, gravity, stairs. The VR player’s body is a third-person game character.
      Last Updated: April 15, 2026
    • 1.01 – The Ghost
      The camera passes through walls; the body doesn’t. Why both are correct.
      Last Updated: August 12, 2025
    • 1.02 – The Recenter
      When the camera snaps to the body, and why there’s only one kind of snap.
      Last Updated: May 10, 2026
    • 1.03 – Small and Temporary
      The cam and the body usually stay close. What the rig does when they don’t.
      Last Updated: September 20, 2025
    • 1.04 – The Pursuit
      What happens to your body when your head goes places your body can’t follow.
      Last Updated: February 5, 2026
    • 1.05 – The Eyes
      Cockpits, car seats, desks. Getting the right head height without rewriting the rig.
      Last Updated: September 11, 2025
    • 1.06 – The Scale
      Walking one meter in real life to travel ten in the game. And why scale isn’t a height adjustment.
      Last Updated: March 22, 2026
  • 2. Locomotion
    • 2.00 – Comfort and Cost
      Why so many VR locomotion options exist, and what you trade for each.
      Last Updated: April 30, 2026
    • 2.01 – The Smooth Walk
      Pushing the stick to move. The simplest VR locomotion, often the most nauseating.
      Last Updated: December 15, 2025
    • 2.02 – The Turn
      Snap turns and smooth turns. The two main options and what each costs.
      Last Updated: November 12, 2025
    • 2.03 – The Teleport
      Pointing somewhere and arriving there. The locomotion option that skips the motion.
      Last Updated: February 18, 2026
    • 2.04 – The Dash
      Crossing a short distance quickly, when teleporting feels like cheating.
      Last Updated: May 12, 2026
    • 2.05 – The Vault
      Climbing a fence, vaulting a wall, traversing a ladder. When the game takes over the camera for a moment.
      Last Updated: January 8, 2026
    • 2.06 – The Glide
      Slow descent. Why falling slowly feels less nauseating than walking briskly.
      Last Updated: April 8, 2026
  • 3. Interaction
    • 3.00 – The Hand
      Why the hand you see isn’t always where the controller is.
      Last Updated: May 15, 2026
    • 3.01 – The Pose
      Buttons, triggers, proximity sensors — how the hand shapes itself when nothing is grabbed.
      Last Updated: February 14, 2026
    • 3.02 – The Grab Point
      What makes a hand wrap around a handle the way the user expects.
      Last Updated: April 22, 2026
    • 3.03 – The Crane Machine
      Light objects, heavy objects, levers. A single physics model covers all three.
      Last Updated: May 8, 2026
    • 3.04 – Grab and Geometry
      When a single grab point isn’t enough: barrels, ropes, anything irregular.
      Last Updated: March 15, 2026
    • 3.05 – Grab and Action
      Pulling the trigger on a held pistol. How actions layer on top of a grab.
      Last Updated: April 18, 2026
    • 3.06 – Hand and Hand
      Both hands on a rifle, a long stick, a steering wheel. What happens when the user turns the object.
      Last Updated: April 29, 2026
    • 3.07 – The Climb
      Pulling yourself up a ledge, hand by hand.
      Last Updated: April 13, 2026
    • 3.08 – The Throw
      What makes a thrown object land where the user wanted.
      Last Updated: May 11, 2026
  • 4. The Avatar
    • 4.00 – The Avatar
      The body the player sees, distinct from the body the world reacts to.
      Last Updated: May 17, 2026
    • 4.01 – The Skeleton
      How the spine, arms, and legs are posed when only the head and hands are tracked.
      Last Updated: May 6, 2026
    • 4.02 – The Height
      Why a 5′2″ player and a 6′4″ player can’t share the same avatar.
      Last Updated: May 10, 2026
  • 5. UI and HUD (coming soon)
  • 6. More Tricks (coming soon)

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