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This section describes Oculus Touch best practices gathered from developing and reviewing large numbers of games and experiences. These are not requirements and we expect them to evolve over time.
Note: To view application requirements, go to https://developer.oculus.com/distribute/latest/concepts/publish-rift-app-submission/
When developing applications that use Oculus Touch, consider the following:
Unless important to the experience, do not render additional body parts besides the hands in single player games. Although inverse kinematics (i.e., extrapolating body part positions based on how the body can and cannot move) are a tempting solution to represent more the player’s body, they become less accurate as you try to simulate more of the body. The mismatch can end up being distracting and ironically less immersive.
For multiplayer games, you can render the hands of the first person and the up to the full bodies of the other players.
The following are basic tracking tips:
For applications that use a large amount of the tracking space, either horizontally or vertically, you’ll want to put a little more effort into making the best use of the available space:
Some users might not have the full 2m x 1.5m recommended play space, but will play your game despite warnings. If your application requires this full amount of space, choose the best fallback. Possible solutions include: