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.
It works with camera-based tracking
Every source below is optical — a camera watches your hands. Wearing anything on the hand is the obvious thing to worry about with that, and it is why HEXR is cut the way it is.
The glove is slim-fitting: no exoskeleton, no rigid frame, and nothing standing proud of the hand’s outline. Every electronic component sits in the arm module at the wrist rather than out on the fingers. What the camera sees is still a hand shaped like a hand, so a headset’s built-in hand-tracking keeps working with the glove on — you do not need to add an external tracker just because the user is wearing HEXR.
Optical tracking reads some colours more reliably than others depending on the room and what is behind the hand. If you are deploying into a fixed environment, pick the colourway that contrasts most with the background — see The kit & hardware.
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.