Flat interfaces solved selection long ago — hover states, focus rings, highlighted rows. Three-dimensional interfaces have to reinvent all of it, because the question “what am I about to act on?” suddenly has a depth axis.
The Holovate world uses a small vocabulary of markers, each answering one question. A fixed screen-center crosshair answers “where am I aiming?” — it never moves, so the player's eye always knows where intent lives. A halo ring at the avatar's feet answers “where am I?” even when the camera swings wide. Selected parcels lift slightly and glow gold, answering “what is active?” with both motion and light, because a color change alone can hide in a colorful scene.
Elevation turns out to be the most underrated selection cue in 3D. A tile that physically rises out of the grid reads instantly from any camera angle, at any distance, in any color scheme — geometry survives conditions that color and glow do not.
The general rule: in spatial UI, redundancy is not clutter. Every important state should speak at least two languages — position and light, motion and color — because at any moment, one of them will be illegible.
All of these markers are live in the world; walk up to any parcel and watch them layer.