Or don't try to make buttons tangible/physical objects. If your hand (or pizza paddle hand) is inside a button, highlight the button and then use trigger to "press" button. It is hard to press buttons you can't really touch
If you want a UI for pizza peel hands, the clear choice is flag semaphore!<p>I don't have VR goggles but I feel like someone will eventually come up with a successful Minority Report imitation. We'll all have very tired arms but that seems a fait accompli of VR stuff anyway?
Good article. Not sure why the box cast would fix the "paddle goes through the box" thing though, unless they are doing the box cast at the rendering Hz and the physics Hz is significantly slower - which makes sense.<p>I made physics buttons in Unity and they worked well. Key is the colliders on the hands need some special sauce to make them be real proper physics objects that don't collide into things. The SteamVR demo for unity is a great starting point for this.
Flight simmers like using physical button boxes instead. It takes around two weeks to get used to the button locations even when they don't match the virtual cockpit.<p>A good old mouse works just as well and its microswitches give a nice tactile response.