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Hi d3lux3, thanks for the feedback. Some good points in there, I'll definetly consider how to best tweak it during the revision process.

The small distance interaction is... tricky. A lot of it is me combining room scale interaction with 1.5m+ distance travel. If you're relying solely on Freedom locomotion for short scale movement, it does become less than ideal. Indeed, this stuff has become so second nature to me that the problem has largely become transparent to me. It's only when you framed those separate (but entirely related) elements like that, that it's clicking for me. So thanks.

The ideal is still to combine room scale and locomotion - that's when the system is at its best. And that's my intent for the door opening/closing - you get up to the door, and you pull it back, taking a step back in real life, then walk through the doorway, again in roomscale. It's a pretty fantastic feeling. On the other hand, if you don't have the physical space to step back as you pull the door open, then yeah, absolutely I can see how it's a not the best way to deal with it! Perhaps a button to the side (like with the dev notes) to open the door automatically so you can stand clear of it.

With that said, the last point you mention is already in there (albeit as an undocumented function) - by switching to the left or right hand for locomotion, your secondary hand turns into a teleportation function. Doesn't work everywhere, but it works in most places. I think there may have been an issue with the rooftop level that prevented teleportation - I'll have to double check (I generally don't use it as you might be able to tell).

I think in general, up/down motion is tougher for many people, so I'll definetly have to design alternative movement mechanics for those sorts of areas (e.g. push button teleportation).

If a player should need to walk through a door or whatever but would be facing their guardian/chaperone, could you not "blink-flip" the person around 180 when they touched or got too close to the boundaries so that the player would physically have to turn around to proceed forward through the door, in which case they would have the rest of the length of their play space to move forward within. Maybe a colored screen flash matching the boundary colors be it guardian or chaperone to go along with the blink-flip to add to the effect of what is happening systematically. It's a little crude, but it beats having to readjust yourself physically. Starfox 64 used a third person animated version of this method if memory serves to keep Fox and team from going past the boundaries, however in VR, a blink-flip would probably be best.

Hi Zflorence1

Thanks for the suggestion. Having tried a blink flip solution like you suggest... it's super disorientating. You touch/open the door, and then it blinks, and then you're looking at the other side of the door. Except because you haven't spatially reoriented yourself, it just feels like you're staring at a different door and you've teleported to some non-contiguous location.

Easiest solution... as crude as it'll be, is probably just allow doors to swing both ways, so you can open into it.