Developers / Guides / Working with hand-tracking
Working with hand-tracking
HEXR provides the touch — your headset or an external tracker provides the hand position.
How it fits together
HEXR does not track your hand on its own. It relies on hand-tracking from your headset or an external device, and layers realistic touch feedback on top of that tracking. Your app knows where the hand is from the tracker; HEXR makes it feel.
Tracking sources
| Source | Notes |
|---|---|
| Meta Quest 2 / 3 / 3S | Built-in optical hand-tracking |
| Pico 4 | Built-in hand-tracking |
| Microsoft HoloLens | Built-in hand-tracking (MRTK) |
| Leap Motion | External optical tracker — use when your device has no hand-tracking |
Practical tips
- Keep the hand within the tracker's field of view — feedback is only meaningful while the hand is tracked.
- Feed HEXR from the same interaction events your tracking already raises (touch, grab, release).
- On headsets, enable hand-tracking in the platform settings and your Unity runtime plugin.