Greetings fellow humans- and welcome to your regularly scheduled RoboCo progress update!

Lately, we’ve been focused on bringing our desktop and VR robot building interfaces to feature parity with each other. Most critical robot building features (attaching, resizing, and so on) existed in both interfaces as you can see in our older sandbox preview video, but some more nuanced features only existed on desktop, and others only existed in VR. So we now are bringing these features to the other interface as well.

To allow for the player to seamlessly switch between modes, we want the desktop and VR interfaces to resemble each other, but we also want to make sure actions feel great in each of these two very different types of interfaces. This leads to iteration!

So in the process, we've been streamlining the direct control aspect of using robots themselves, particularly in VR where we game devs haven't quite figured out all the conventions yet. One thing we've been learning is to consolidate actions when possible into fewer floating objects in the VR space. You know that scene in Minority Report (2002) where Tom Cruise is gesturing around with his hands to control a bunch of hi-tech floating UI panels? It looks cool but requires careful design. When you're actually looking around in VR it's easy to lose track of things outside of your peripheral vision.

So whereas we once had individual floating properties menus for each individual motor, we now have one properties menu from which you can edit an individual motor or several motors at once.