Interactive virtual reality (IVR) allows users to move freely in the virtual environment and use the controller to interact with virtual objects to trigger plots or events. In some situations, such as interactive VR in an exhibition, the time for users to experience the VR work is limited. Therefore, some guidance is needed to help users experience the VR work smoothly. In this paper, we present a design space that describes the visual guidance with the following two dimensions: “where the guidance is rendered” and “how the guidance behaves.” Then we conducted a user study to compare the effectiveness of different guidance designs in IVR. The results show that the design of “User-Target-Linked with Adaptive” performs best in most situations, while other designs may perform poorly in certain situations. We present our opinions and provide perspectives on interactive virtual reality design.