When scaling the cursor, consider applying a soft animation to it as it scales to give it an organic feeling.
For example, as the user looks further away in your experience, the cursor shouldn't become too small such that it's lost.
Depending on the experience you create, scaling the cursor as the user looks around is also an important consideration.
The cursor should be no larger than the available targets, allowing users to easily interact with and view the content.
If you would like to customize the cursor feedback behaviors and appearances, here are some design recommendations: Cursor scale In HoloLens 2, we apply the mental model of these motion controller rays and designed hand rays that originate from the palms and end in ring-shaped cursors that are consistent with finger cursors used in direct manipulation. In immersive headsets, the rays shoot out from motion controllers and end in dot cursors. Ray cursors attach to the end of far pointing rays to allow manipulation of objects that are out of hands-reach. 3: The ring is perpendicular to finger vector. The closer the finger, the smaller the ring.ฤก: The ring shrinks to a dot. The ring size is based on the proximity of the finger to the UI surface, which shrinks to a small dot when the finger touches the UI. We've attached rings to the tips of both index fingers to better understand where the finger is pointing. The finger cursor is only available on the HoloLens 2 to enhance the " direct manipulation with hands" interaction mode. In the Mixed Reality Toolkit (MRTK), we've created drag-and-drop cursors modules to help you build the right pointing experience. Below is guidance on which type of cursor to use for each type of headset and interaction model. These pointing cursors work with different input modalities on HoloLens, HoloLens 2, and immersive headsets. There are 3 kinds of cursors: finger, ray, and head-gaze. You can use the feedback to communicate their intention to the device, which increases user confidence. The cursor feedback also lets users know what system responses to expect. Even though the cursor is a digital representation of where the device understands the user's attention to be, that's not the same as determining the user's intentions. Cursor feedback includes what area, hologram, or point in the virtual environment responds to input. A cursor provides continuous feedback based on where the headset believes a users current focus is at a given time.