Triggering feedback
How to fire haptic feedback at the right moment, and the model behind it.
Haptics triggers
Haptics fire in one of two ways: from events you raise in code — a touch, a grasp, a release — or from physics-based colliders in your scene that trigger feedback on contact. Gate feedback behind these triggers rather than polling every frame.
Don't send feedback in a tight loop. Calls to a disconnected glove are ignored, but flooding the driver every frame can cause lag. Gate feedback behind your interaction events.
Per-finger pressure
You address feedback per finger, each with an intensity. In Python, build a payload for several fingers at once and write it to the glove:
data = haptics.hexr_pressure_multiple(
["Thumb","Index","Middle"], # fingers
[True, True, True], # enabled
[0.6, 0.9, 0.9], # intensity A (0-1)
[1.0, 1.0, 1.0]) # intensity B (0-1)
await client.write_gatt_char(CHAR_UUID, data)In Unity
In the tutorial projects, feedback is triggered from Unity interaction events on the demo objects. The C# helper that maps a touch to actuation is documented in the API reference.
The exact C# calls for triggering feedback ship with the SDK API reference — for now the tutorial scenes show a working example.