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A Meta VR Academy video highlights six questions developers should ask when designing a VR game around hand tracking, from whether an interaction suits hands to how the game should respond when a gesture misses.

Why it matters

The checklist also raises how many gestures to use and how to design around gaze. These are practical prompts for anyone building hand-first VR, though the post does not explain the answers.

Discuss: Should hand-tracked VR games prioritise fewer, forgiving gestures, or give players a wider vocabulary of controls?

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