Why I built a minimalist "Beat Saber" menu
About me
As a Virtual Reality system artechietct for a Chicago venue, it became obvious to everyone involved very quickly that the standard VR menues, which work well for gamers who own the games and systems, were often complete show-stoppers for private events
The problem I wanted to solve
Hosting Beat Saber events made it obvious quickly that players that are new to VR were completely overwhelmed and confused by the game's menus, and would often fail repeatedly due to an option being set by accident
I re-enact the issues, and it's solution, with myself in this corny youtube video:
https://youtu.be/8-5lfRFh1bg?si=MHpRqoK8kZwRDq7J&t=37
What is A minimalist Beat Saber menu?
It's a Beat Saber map that freezes in front of the player; that way they don't need to understand the buttons on the controllers (which they can't see), and the menu is also the game's "training level", requiring the player to understand that blocks need to be sliced decisively, and requiring the player to do it in the correct direction for higher difficulties
Tech stack
C#/Unity
Key learnings
Beginner players don't know and can't see the controllers buttons/trigger,
They often have trouble reading at first in VR until their eyes adjust and they get the headset on straight, and a small percentage of players cannot read the text in beat saber menues at all, even after an hour of playing they'll still ask telling questions like "What is No Foil? like tin foil?"