We decided a long time ago to adopt a UI paradigm of direct manipulation with hands for almost every UI in Holos. There were several reasons for this, mainly richness of interaction as well as ease of learning for users. Hands are natural — just reach out and touch the world. It’s also fairly future proof — most people have hands, and pretty much always will. This gave us some challenges through, pretty much all of them coming from the fact that we want to be multi-platform. We’d need a single system that provides hand representations on any VR platform, whether it had real finger-tracking or not.
This is a companion discussion topic for the original entry at https://blog.holos.io/why-were-going-all-in-with-leap-motions-interaction-engine/