Design

Artificial locomotion input maps

Updated: Feb 18, 2026
This guide will show you how to enable users to navigate virtual worlds using artificial locomotion. This page includes our recommended input modalities and their mapping details which is also provided in the Meta Interaction SDK.
You are able to make changes or create custom locomotion interactions tailored to your application needs. However, following this guideline will help establish a standard that allows users to seamlessly switch between applications without having to relearn the controls, improving their ability to intuitively explore virtual environments.

Overview

Hands
Controllers
Multimodal
Teleport
✅ Standard in Horizon.
✅ Standard in Horizon.
✅ Standard in Horizon.
Slide
Users will be switched to Teleport.
✅ Standard in Horizon.
Users will be switched to Teleport.
Telepath
🔬 Experimental, available only in Interaction SDK.
🔬 Experimental, available only in Interaction SDK.
🔬 Experimental, available only in Interaction SDK.
Walking Stick
🔬 Experimental, available only in Interaction SDK.
🔬 Experimental, available only in Interaction SDK.
🔬 Experimental, available only in Interaction SDK.
Climbing
🔬 Experimental, available only in Interaction SDK.
🔬 Experimental, available only in Interaction SDK.
🔬 Experimental, available only in Interaction SDK.
Sliding down
🔬 Experimental, available only in Interaction SDK.
🔬 Experimental, available only in Interaction SDK.
🔬 Experimental, available only in Interaction SDK.
Hotspots
✅ Standard in Horizon.
✅ Standard in Horizon.
✅ Standard in Horizon.
Seats
✅ Standard in Horizon.
✅ Standard in Horizon.
✅ Standard in Horizon.

Input arbitration

Gate

A gate is the transition between idle state and mode. In this case it allows users to enter and exit locomotion-mode while still being able to interact with the environment. The gate is essential for the following reasons:
Midas Touch: In UX design, this term refers to preventing accidental activations. For locomotion it’s especially important to prevent accidental movements, and can lead to motion sickness and is less, which is more disruptive than accidental UI interactions or object grabs. Having a gate improves control and reduces user frustration by avoiding unintended motion.
Conflict Avoidance: The gate ensures that locomotion commands do not interfere with other interactive actions within the environment.

Locomotion-mode

Once the gate is activated, users are in locomotion-mode, where they can use their hands or controller for moving within the virtual environment. The locomotion interaction remains active until the interaction concludes.
Image of haptic multimodal feedback
Example: When you push the controller thumb-stick up to slide, holding your hand near a UI panel does not switch the thumb-stick function to scrolling the panel. You will continue sliding instead of scrolling the UI.

Input prioritization for shared controls

When an interactable and locomotion share the same input controls, the interactable’s function should take priority over locomotion. If the interactable uses different controls, locomotion should remain fully functional.
Image of haptic multimodal feedback
Example: If you aim with your hand or controller towards a UI. Thumb-stick or Microgesture inputs will be used for UI interactions (blue), not for locomotion (red).

Multitasking Two Handed

The other hand/controller that is currently not in locomotion mode can use the thumb (mg or thumbstick) to interact with virtual objects.
Image of haptic multimodal feedback
Example: You can aim with one hand towards an UI and interact with it, while the other hand is directed towards the virtual environment using locomotion.

Multitasking One Hand

Combine Locomotion and Selection or trigger

Controller
Can use the trigger and grab button for interactions while the thumbstick is used for locomotion (For example: grab/hold objects; shooting a gun). Other buttons cannot be triggered since the thumb is occupied.
Hands/Microgesture
Can use microgesture and pinch and grab for interactions while the mg hand-pose is maintained (For example: grab/hold objects; shooting a gun).

Combine Locomotion and Hold or grab

Controllers
Can use the grab button for holding on to an item while the thumbstick is used for locomotion (For example: grab/hold UI, objects, shooting a gun). Other buttons cannot be triggered since the thumb is occupied.
Hands/Microgesture
Can palm-grab for holding on to an item. While this is similar to the mg hand-pose is maintained (For example: grab/hold objects; shooting a gun).

Supported Input Modalities for Locomotion

There are multiple ways of how you can use your hands, controllers, and other input modalities for locomotion. You can draw inspiration from other applications in the app store to explore the various ways input modalities can be utilized for locomotion. This is what we recommend and what you can find in ISDK:

Hand-based Locomotion

We recommend to use Microgestures for hand-based locomotion. Microgestures are similar to using a thumbstick on controllers, making it a natural choice for locomotion.
Note: Since our current microgestures only capture discrete interaction (on tap, not release) and do not capture continuous interaction, we are currently only able to support a subset of locomotion types, we can’t support: slide locomotion and smooth turn (continuous locomotion styles).
Gate
Enter: To enable locomotion using Microgestures, initiate a single thumb-tap when your hand is in an idle state (For example, not raycasting on a UI). This action will activate locomotion.
Exit: Open your hand, which means to release the microgesture pose.

Controller-based Locomotion

We recommend using thumbsticks for controller-based locomotion. Thumbsticks are a well-established input method, making them a natural choice for VR. Research shows that VR locomotion follows standard game conventions: the left thumbstick controls movement, and the right thumbstick controls view direction and turning.
However, it is important to recognize that alternative methods can also be effective, potentially offering a better fit or contributing a distinct quality to the overall experience. Keep this in mind:
  • A thumbstick offers a low-effort, comfortable method of locomotion that could potentially extend playtime.
  • In contrast, more active locomotion options, while fun, may lead to greater fatigue.
Gate
Enter: To enable locomotion by pushing the thumb-stick when your controller is in an idle state (For example, not raycasting on a UI). This action will activate locomotion.
Exit: release the thumb-stick

Multimodal-based Locomotion

Interaction SDK allows you to combine a controller with a hand. The following section explains how the interaction maps in this combined setup.

Input maps

In ISDK, we map different locomotion types to specific input modalities. We recommend following this approach to ensure consistency and improve user experience. This way, users won’t need to relearn controls.

Teleportation

Hands

Image of haptic multimodal feedback
Both hands are the same. Having left and right hand gestures mean something different can lead to user confusion (which is not the case with controllers).
Gating in
Left and right hand: Microgesture thumb-tap

Hold your hand sideways, curl your fingers so that your thumb can touch the side of the index finger. This is a Microgesture thumb-tap. The first Microgesture thumb-tap launches the arc and its reticle.
Cancel Locomotion
Left and right hand: Open your hand

Release the microgesture pose: Open your hand to cancel locomotion.
Teleport
Left and right hand: Microgesture thumb-tap

After gating in, move your arm around to aim at your chosen next location and thumb-tap to teleport.
Snap Turn
Left and right hand: Microgesture thumb-swipe left or right

After gating in, thumb-swipe left or right to turn in the desired direction.
Forward/Back Steps
Left and right hand: Microgesture thumb-swipe up or down

After gating in, thumb-swipe up to move a step forward or thumb-swipe down to move a step back, using either the head or hand direction set in the user preference.

Controllers

Image of haptic multimodal feedback
Teleport
Left and right controller: thumbstick up
Hold the thumbstick up to launch the arc and its reticle. Aim at the desired location and release the thumbstick to teleport.
Cancel Teleport
Left and right controller: thumbstick click
While the thumbstick is pushed up and the arc and reticle are displayed, click (push down) the thumbstick to exit.
Snap/Smooth Turn
Left and right controller: thumbstick left or right
Users can turn by pushing the thumbstick sideways, based on their preference they either snap or smooth turn.

Snap Turn
Quickly snapping the thumbstick sideways turns the user in that direction. Holding it sideways continues to turn the user in increments of a set angle as long as the thumbstick is held.

Smooth Turn
The user continuously turns in the direction the thumbstick is pushed, for as long as it is held in that position.
Back Steps
Left and right controller: thumbstick down
Quickly snapping the thumbstick down moves the user one step, 80 cm, back.

Holding it down allows the user to take multiple steps back as long as the thumbstick is held.

Multimodal

Image of haptic multimodal feedback
With ISDK, users are able to use only one controller. The input mapping remains the same for hands teleportation and controller teleportation and it doesn’t matter left or right.

Slide

Hands

Our current microgestures capture only discrete interactions, such as taps, but does not support continuous interactions which detects releases needed for holding interactions. Because of this, we can only support a limited set of locomotion types. We recommend switching users to teleportation using hands, Telepath hands, or walking stick hands versions.

Controllers

Image of haptic multimodal feedback
For Controllers we differentiate left and right controls. Based on user research here this is common to have the left thumbstick for movement and right for view direction control.
Slide
Left controller: thumbstick all directions
Move the thumbstick in any direction to move in that direction. Release the thumbstick to stop the slide.
Sprint
Left controller: thumbstick all directions
While the thumbstick is aimed in a direction, pressing the thumbstick down will make the user move even faster. Sprint will not work while virtually crouching.
Snap/Smooth Turn
Left and right controller: thumbstick left or right
Users can turn by pushing the thumbstick sideways, based on their preference they either snap or smooth turn.

Snap Turn
Quickly snapping the thumbstick sideways turns the user in that direction. Holding it sideways continues to turn the user in increments of a set angle as long as the thumbstick is held.

Smooth Turn
The user continuously turns in the direction the thumbstick is pushed, for as long as it is held in that position.
Jump
Right controller: A Button
Pressing the A button performs a jump, whether the user is standing or moving (using the left controller). Jump will not work while virtually crouching.
Crouch/Stand Up
Right controller: thumbstick all directions
Click the thumbstick to crouch. Click it down a second time to stand back up.

Multimodal

Our current microgestures capture only discrete interactions, such as taps, not releases. They do not support continuous interactions. Therefore, we can only support a subset of locomotion types. We recommend switching users to teleportation using hands or to the Telepath Multimodal and Walking Stick Multimodal versions.

Telepath

Hands

Image of haptic multimodal feedback
Both hands are the same. Having left and right hand gestures mean something different and can cause user confusion (which is not the case with controllers).
Gating in
Left and right hand: Microgesture thumb-tap
Hold your hand sideways, curl your fingers so that your thumb can touch the side of the index finger. This is a Microgesture thumb-tap. The first Microgesture thumb-tap launches the arc and its reticle.
Cancel Locomotion
Left and right hand: Open your hand
Release the microgesture pose: Open your hand to cancel locomotion.
Telepath
Left and right hand: Microgesture thumb-tap
After gating in, move your arm around to aim at your chosen next location and thumb-tap to get moved there.
Snap Turn
Left and right hand: Microgesture thumb-swipe left or right
After gating in, thumb-swipe left or right to turn in the desired direction.
Jump
Left and right hand: Microgesture thumb-swipe up
After gating in, thumb-swipe up to jump. This can also be used while moving along the telepath.
Back Steps
Left and right hand: Microgesture thumb-swipe down
After gating in, thumb-swipe down to move a step back.

Controllers

Image of haptic multimodal feedback
Telepath
Left and right controller: thumbstick up
Hold the thumbstick up to launch the arc and its reticle. Aim at the desired location and release the thumbstick to get moved there.
Cancel Telepath
Left and right controller: thumbstick click
While getting moved to the new location, click (push down) the thumbstick to stop.
Snap/Smooth Turn
Left and right controller: thumbstick left or right
Users can turn by pushing the thumbstick sideways, based on their preference they either snap or smooth turn.

Snap Turn
Quickly snapping the thumbstick sideways turns the user in that direction. Holding it sideways continues to turn the user in increments of a set angle as long as the thumbstick is held.

Smooth Turn
The user continuously turns in the direction the thumbstick is pushed, for as long as it is held in that position.
Back Steps
Left and right controller: thumbstick down
Quickly snapping the thumbstick down moves the user one step, 80 cm, back.

Holding it down allows the user to take multiple steps back as long as the thumbstick is held.
Jump
Right controller: A Button
Pressing the A button performs a jump, whether the user is standing or moving (using the left controller).

Multimodal

Image of haptic multimodal feedback
With ISDK, users are able to use only one controller. The input mapping remains the same for hands telepath and controller telepath.

Walking stick

Hands

Image of haptic multimodal feedback
Gating in
Left and right hand: Microgesture thumb-tap
Hold your hand sideways, curl your fingers so that your thumb can touch the side of the index finger. This is a Microgesture thumb-tap. The first Microgesture thumb-tap launches the walking sticks.
Cancel Locomotion
Left and right hand: Open your hand
Release the microgesture pose. Let go of the walking sticks.
Walking sticks
Left and right hand: Microgesture pose maintained
After gating in, walk by swinging your hands/arms.
Snap Turn
Left and right hand: Microgesture thumb-swipe left or right
After gating in, thumb-swipe left or right to turn in the desired direction.
Jump
Left and right hand at the same time push off the ground
Push off the ground by moving both hands down.

Controllers

Image of haptic multimodal feedback
Walking sticks
Left and right controller: thumbstick click
Walk by swinging your hands/arms.
Snap/Smooth Turn
Left and right controller: thumbstick left or right
Users can turn by pushing the thumbstick sideways, based on their preference they either snap or smooth turn.

Snap Turn
Quickly snapping the thumbstick sideways turns the user in that direction. Holding it sideways continues to turn the user in increments of a set angle as long as the thumbstick is held.

Smooth Turn
The user continuously turns in the direction the thumbstick is pushed, for as long as it is held in that position.
Jump
Left and right hand at the same time push off the ground
Push off the ground by moving both hands down.

Multimodal

Image of haptic multimodal feedback
With ISDK, users are able to use only one controller. The input mapping remains the same for hands Walking Stick and controller Walking Stick.

Climbing

Image of haptic multimodal feedback
Hands
Palm Grab
Hold on to the interactable by closing your hand “around it”, curling all fingers until they touch your palm.

Tap and Hold / Pinch
Hold on to the interactable by touching your thumb and index fingertip together.
Controller
Trigger button
Hold on to the interactable by holding down the trigger button.

Grip Button
Hold on to the interactable by holding down the grip button.

Sliding down

Image of haptic multimodal feedback
For sliding down we require the user to grab the pole or the sides of the ladder with both hands in order to begin the slide down animation.
Hands
Palm Grab
Hold on to the interactable by closing your hand “around it”, curling all fingers until they touch your palm.

Tap and Hold / Pinch
Hold on to the interactable by touching your thumb and index fingertip together.
Controller
Trigger button
Hold on to the interactable by holding down the trigger button.

Grip Button
Hold on to the interactable by holding down the grip button.

Hotspots

Hotspots are strategic locations in the virtual environment that help users teleport faster to optimal positions. When a user starts teleportation and is within range, the hotspot becomes visible. The teleportation arc then automatically snaps to the hotspot, acting like a magnet.
Hotspot range
within 4 m the hotspot appears
Hands/Microgesture
tap to teleport/select that hotspot
Controllers
Release the pushed forward Controller thumb-stick

Seats

Seats like chairs and sofas are available in the virtual environment for users to sit on. Selecting a seat sets the user’s pose, view height, and direction correctly. The seat interactable becomes visible when the user is within range. To stand up, the user can move using any locomotion type. Turning is disabled while sitting.
Seats range
within 4 m the Seat interactable appears
Teleportation
Use the teleportation arc to aim at it, which will automatically snap to the seat, acting like a magnet.
Ray casting
Use ray casting to aim at it and select: tap using hands or trigger button using controllers

Next steps

More information on locomotion

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