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Grab Interaction Best Practices

Updated: Nov 3, 2025

Overview

This topic describes several best practices you can use to implement efficient and robust Hand Grab and Controller Grab interactions in your project.

Reference HandGrabPoses in other GameObjects

You can reference HandGrabPoses in other GameObjects to avoid duplicating them everywhere.

Reuse HandGrabPoses in other Interactables

You can reuse HandGrabPoses for other Interactables, so there is no need to duplicate them if you are doing DistanceHandGrab and HandGrab.

Interpolate between multiple HandgrabPoses

If you provide several HandGrabPoses with different scales on the same Interactable, they will be interpolated depending on the scale of the Hand or the Object.

Use sensible Sliding Threshold values

It is important to use values for the Sliding Threshold that make sense for the particular interaction. For items that are fixed in space, like handrails or levers, setting the sliding threshold to 0 is appropriate. For almost everything else a value of 1 (max) generally makes the most sense.

Use Lateral Thumb Pinch only when necessary

Lateral Thumb Pinch (Thumb against the side of the Index) is important for certain grabs like keys or knobs. For everything else, it might get in the way, so ignore the Thumb and use the Index in the Grabbing Rules if you don’t need Lateral Thumb Pinch.

Use ControllerPinchInjector with Controllers

When using HandGrab with controllers (or ControllersAsHands) it is important that the HandGrabAPI is driven by the actual Triggers, even if visually it looks like a Hand. Use the ControllerPinchInjector with the HandGrabAPI.

Learn more

Design guidelines

Hands

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