People using Oculus Rift have a set of expectations as to how Touch controllers will interact with the world in VR across titles. Because people in VR can't physically look down at the controllers, it's important that the functions are as intuitive as possible. We have developed some best practices for how to map your input functionality to maintain consistency across a broad range of Rift titles while maintaining immersion in VR.
Button Functions in Menus
A: Selecting or accepting an option
B: Backing out or cancelling a selection
X: Selecting or accepting an option (prefer A)
Y: Backing out or cancelling a selection (prefer B)
Oculus button: Reserved, not available to developer
Menu button (≡): Bring up or dismiss a pause or in-app menu
L/R Trigger: Selecting or accepting an option (prefer A)
L/R Thumbstick: Menu navigation
Button Functions in Experience
A/B/X/Y: Title-specific actions
Oculus button: Reserved, not available to developer
Menu button (≡): Bring up or dismiss a pause or in-app menu
L/R Trigger: Firing weapons, selecting objects, etc.
L/R Thumbstick: Locomotion, teleport, snap turns, etc.
Notes
Using the Menu button (≡) for menus is strongly recommended, as it provides a more consistent experience across titles.
In titles where the user can throw held objects, we recommend using the Trigger instead of the Grip Button to perform those actions.
For games using first person locomotion and snap turns, we recommend using one Thumbstick (such as left) for movement, and the other for snap turns.
These guidelines describe the recommended default behavior for most applications and situations. If there is a situation which doesn't work well with these conventions, the application should choose whatever mapping makes the most sense.
Locomotion
Rift
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