Create user interfaces in VR

Contents

    Instructions designed for Release 2 of Flock XR coming Spring 2027

    Flock XR projects can include user interface elements such as buttons, sliders and text.

    On a flat screen these appear as part of the screen interface. In VR, there is no physical screen in front of the player, so Flock XR can place the interface somewhere in the virtual world instead.

    Use the show VR UI block to choose where your project’s interface appears.

    Use a heads-up display

    Choose heads-up display to place the interface on a panel floating approximately 1.5 metres in front of the player.

    The panel turns with the player’s head so that it stays in view.

    This works well when the player needs to see information or controls regularly without having to look for them.

    You could use it for:

    • Instructions
    • Scores
    • Information
    • Buttons
    • Sliders
    • Choices

    Use the wrist UI

    Choose wrist to place the interface on the player’s left controller, a little like a watch.

    Turn your wrist towards you to see and use the interface.

    Lower your arm when you don’t need it and the interface naturally moves out of the way.

    This can work particularly well when you want the player to have access to controls or information without keeping a panel permanently in front of their view.

    If there is no left controller available, Flock XR uses the heads-up display instead.

    Interact with the UI

    Interactive interface elements can be selected using your VR controller.

    If you are using supported hand tracking, you can also interact with interface elements using your hands.

    You can reach out and touch controls with your fingertip or point and pinch to select them.

    The wrist interface follows your left hand when you are using hand tracking.

    Look through non-interactive information

    A VR interface does not have to block your interaction with the world behind it.

    The panel only gets in the way of your pointer where there is something interactive to select.

    This means plain text can appear in front of you without preventing you from pointing at objects in the world behind it.

    Type in VR

    If your project asks the player to enter text, Flock XR displays a virtual keyboard.

    The player can select the keys using their VR controllers.

    This means projects that ask for text input can still be used when the player does not have access to a physical keyboard.

    Heads-up display or wrist?

    Think about how often the player needs the interface.

    A heads-up display works well for information or controls that should remain easy to see.

    A wrist UI works well for information and controls that the player only needs occasionally, because they can bring the interface into view when they want it and lower their arm when they are finished.

    Try both in your project and choose the one that feels most natural for the experience you are creating.

    Updated on September 28, 2026