I'm working on a throwing knives game for the Oculus Go. I want to use the 3DOF motion controller that comes with the device to be used to give part of the inputs that the player uses to throw knives (or potentially other objects too). There is a fairly big disconnect between the direction I feel I'm aiming at, and the direction the knives go, and I think that's due to technical limitations of how the hand position is interpolated from the limited input values (just controller rotation afaik). I do not want this to be something that you aim with a crosshair, I want this to be a high skill-ceiling thing that can be improved through practice, which is why I want so many dimensions of input data (look-direction too to a degree) to influence the throw. I believe I have a chance to improve the experience by re-doing the way the "hand tracking" works and moving the hand that is holding the knife more in front of your face, so that you can see the angle it's moving at and it's not originating so far off-center from your view. Is something like this frowned upon in VR design guidelines? Or can I reasonably expect players to adjust their own hand to better correspond to the ingame hand? Should I be concerned about people whacking themselves on the nose (or headset) with something like this? I don't want to entirely lose the familiar motion tracking feel for immersion reasons, so I was thinking of maybe using the touchpad being touched or not as a switch to smoothly interpolate between "aim tracking" and "regular tracking". Thoughts on this? Currently pressing the trigger spawns a knife in your hand, and releasing it disconnects the object from the ingame hand and deactivates the .isKinematic property of the rigidbody and applies forces. My reasoning is that throwing any real object, you'd "let go" at the moment of the throw. Am I right here or are players likely to expect spawning a knife to go automatically and releasing it to be done with the trigger pull like a shot? Is there any convention for this mechanic in VR games? I'm sure I can figure out the implementation for these things, but I have no experience whatsoever designing for VR, so I thought it's worth asking for your thoughts.