流派
使用集合让一切井井有条
根据您的偏好保存内容并对其进行分类。
鼓励运动
许多用户之前从未体验过 360 度全景虚拟环境。而其他人则开始研究如何在游戏内部四处移动并进行互动。当用户首次体验 AR 时,他们常常会忘记可以四处移动。
如果您的体验需要探索,请提醒用户他们可以四处移动。在这种情况下,为用户提供一个只能通过移动才能完成的目标。在屏幕边缘放置一个虚拟物体,鼓励它们朝向该物体移动。

将物体隐藏在虚拟或实物后面。这是一种鼓励用户运动的有趣方式。
移动的类型
在 AR 体验中,用户可通过四种不同方式移动。
- 双手保持坐着
- 坐着双手移动
- 双手保持静止不动
- 在现实空间中移动
对于每种使用情形,请尝试执行以下操作:
- 让用户知道哪些动作将会触发应用。
- 引导他们了解可能的移动类型和范围。
- 从一种姿势或动作轻松过渡到另一种姿势。
- 舒适设计。请尽量避免让用户做出对身体的要求较高、不适感或过于突然的操作。
- 除非必要,否则尽量不要移动。让用户移动是与他们互动的好方法,但也要让他们能够轻松上手。
无障碍
如果用户无法四处移动,请为他们提供使用您的应用的备选方式。
例如,当用户应该更靠近目标时,请提供另一种访问目标的方式。请尽可能让用户点按对象并使其靠近,或提供十字线来帮助用户触达较远的对象。放置文字和说明,确保用户从各个角度都能看到它们。
随着用户感到疲劳,他们会减少四处移动。

允许用户移动和旋转对象,以防用户无法围绕该对象实际移动
如未另行说明,那么本页面中的内容已根据知识共享署名 4.0 许可获得了许可,并且代码示例已根据 Apache 2.0 许可获得了许可。有关详情,请参阅 Google 开发者网站政策。Java 是 Oracle 和/或其关联公司的注册商标。
最后更新时间 (UTC):2025-07-26。
[null,null,["最后更新时间 (UTC):2025-07-26。"],[[["\u003cp\u003eAR experiences should encourage user movement and exploration by providing clear goals and interactive elements.\u003c/p\u003e\n"],["\u003cp\u003eUsers can engage with AR experiences through various movement types including seated, standing, and free movement within a real-world space.\u003c/p\u003e\n"],["\u003cp\u003eAR experiences need to be designed for accessibility, offering alternative interaction methods for users with limited mobility.\u003c/p\u003e\n"],["\u003cp\u003eDevelopers should guide users on how to move and interact within the AR environment, prioritizing comfort and ease of use.\u003c/p\u003e\n"],["\u003cp\u003eConsider user fatigue and provide options to reduce physical movement when necessary, such as object manipulation or reticles.\u003c/p\u003e\n"]]],[],null,["# Movement\n\nEncourage movement\n------------------\n\nMany users have never experienced a 360-degree virtual environment before. Others are just starting to figure out how to move around and interact inside them. When users encounter their first AR experiences, they'll often forget they can move around.\n\nIf your experience demands exploration, remind users they can move around. In those cases, give users a goal that can only be completed by moving. Place a virtual object on the edge of the screen, encouraging them to move toward it.\n\nHide objects behind virtual or physical objects. It's a fun way to encourage the user to move.\n\nTypes of movement\n-----------------\n\nIn AR experiences, there are four different ways that a user can move.\n\n- Seated, with hands fixed\n- Seated, with hands moving\n- Standing still, with hands fixed\n- Moving around in a real-world space\n\nFor each user case, try to:\n\n- Let users know what movements will trigger the app.\n- Guide them through the types and range of movement possible.\n- Make easy transitions from one pose or movement to another.\n- Design for comfort. Try to avoid making the user do anything that's physically demanding, uncomfortable, or too sudden.\n- Try not to require movement until it's necessary. Getting users to move is a great way to engage them, but let them ease into the experience.\n\nAccessibility\n-------------\n\n### If a user isn't able to move around, give them an alternative way to use your app.\n\nFor example, when the user is supposed to move closer to a target, give another way to access the target. Whenever it's possible, let users tap objects and move them closer, or offer a reticle to help users reach faraway objects. Place text and instructions so they're visible from every angle.\n\nAs users fatigue, they'll want to move around less.\n\nLet the user move and rotate an object in case they can't physically move around it"]]