 Controls are important to take into account in a VR experience because the devices that people are using to control their experience can be so varied. Here we have a set of VR controllers similar to an Oculus Quest or a Rift and we're showing how the various controls accomplish various things within Mozilla Hubs. The keyboard equivalents are listed at the bottom of the signs. When designing your experience, make sure to account for fine-grained motor control as well as broader stroke, larger movements. Being able to control your speed or your turn increments are a good example. There is a lot of research and development currently into VR controllers that you may have never considered, not just for assistive devices, but also for controls that give a unique experience to specific apps. Locomotion Vault has a great resource for this. You can view that in the motion room. For controls that support hand tracking, this can be a huge boost for accessibility, allows for things like sign language, communication of emotions like a wave, pointing in direction, and other signals to users. And don't forget about haptics where it's supported. The vibration from some controllers can alert people to when they've hit a wall, when someone is talking that may be off screen, or when something is generally happening in a VR experience.