Case Study: The Design Behind ‘Cubism’s’ Hand-tracking

and tracking first became available on the Oculus Quest back in late 2019. Out of enthusiasm for this new input method, I published a demo of Cubism to SideQuest with experimental hand tracking support only a few days later. Needless to say, this initial demo had several flaws, and didn’t really take the limitations of the technology into account, which is why I decided to initially omit hand tracking support from the full release of Cubism on the Oculus Store. It took more development, leaning on lessons learned from the work of fellow developers, to build something I was happy to release in the recent Cubism hand-tracking update. Here’s an inside-look at the design process.