The existing application menu popup is a placeholder that does not yet capture our design direction. Here is where we are going right now and what we are thinking:
We want the Virtual World UX to be very similar for 2D + mouse, HMD, and HMD + hand controller users.
Keyboards and mice should be optional but not required, since many HMD users won’t have them.
Typical hand controllers (Oculus touch, Vive, Morpheus) will have several buttons on each hand and maybe an X/Y stick.
Most of the time you want zero visible UI, or entirely user-created UI (through scripts). Mostly you just want to see the 3D world, with nothing on top of it.
Left-click, trigger (controller) means grab or interact in some way. Scripts can set/override what ‘interact’ means.
Right-click or secondary right thumb button (controller) brings up a ‘console’ of some kind, which contains commonly used options, like “Quit”, or “Go Home”, or “Mute”, or “Show Address Bar”. This is what the existing application menu widget is a placeholder for. We’re just starting work on this console, not sure what the best look should be. We think that in a manner similar to web pages, you always need a way to get to ‘system’ options that are above the scope of what is going on in the particular place/domain you are standing. It probably makes sense that even this ‘console’ can certainly be user-defined (I would think at the scope of the user, not the domain, btw), but our first mission here is just to design one that works well.
The 2D design case for the console is simpler, most of our questions around design are related to the 3D HMD case - what do I do if I bring up this console and then walk away from it? It is an object in the world that others can see me looking at? How far away from me is it? Does it follow me around? What are good looking button/control choices in 3D?
Sorry if simply stapling in the menu caused confusion, we just wanted to get something there as a placeholder for this future work.