Meta Quest Touch Pro Controllers
Updated: Nov 10, 2025
On the Meta Quest Touch Pro controller, there are four new input axes: thumb rest force, stylus force, and two index trigger capacitive touch (captouch) axes, curl, and slide.
New entries in Axis1D enum:
PrimaryIndexTriggerCurl = 0x10,
PrimaryIndexTriggerSlide = 0x20,
PrimaryThumbRestForce = 0x40,
PrimaryStylusForce = 0x80,
SecondaryIndexTriggerCurl = 0x100,
SecondaryIndexTriggerSlide = 0x200,
SecondaryThumbRestForce = 0x400,
SecondaryStylusForce = 0x800,
New entries in RawAxis1D enum:
LIndexTriggerCurl = 0x10,
LIndexTriggerSlide = 0x20,
LThumbRestForce = 0x40,
LStylusForce = 0x80,
RIndexTriggerCurl = 0x100,
RIndexTriggerSlide = 0x200,
RThumbRestForce = 0x400,
RStylusForce = 0x800,
The thumb rest force axis. Querying the axis returns a floating point value, from 0.0 to 1.0, that expresses the normalized user force applied to the thumb rest, where 0.0 is no pressure, and 1.0 is fully pressed.
The stylus force axis. The Touch Pro has an optional stylus tip that can be interchanged with the lanyard provided and this tip can detect the pressure value (range from 0.0 to 1.0) and could be used for writing or drawing. Querying the axis returns a floating point value, from 0.0 to 1.0, that expresses various pressure level values for the force applied on the tip, where 0.0 is no pressure, and 1.0 is fully pressed.
Index Trigger Curl (CapTouch)
The trigger’s curl capacitive touch axis. Querying the axis returns a floating point value, from 0.0 to 1.0, that expresses how pointed or curled the user’s finger is, where 0.0 indicates the finger is fully pointed, and 1.0 indicates the finger is flat on the surface.
Index Trigger Slide (CapTouch)
The trigger’s slide capacitive touch axis. Querying the axis returns a floating point value, from 0.0 to 1.0, that expresses how far the user is sliding their index finger along the surface of the trigger, where 0.0 indicates the finger is flat on the surface, and 1.0 indicates the finger is fully drawn back.
To learn more about using controllers in XR applications in Unity, see the following guides:
- Input modalities: Learn about the different input modalities.
- Head: Learn about design and UX best practices for using a head input.
- Hands: Learn about design and UX best practices for using hands.
- Controllers: Learn about design and UX best practices for using controllers.
- Voice: Learn about design and UX best practices for using voice.
- Peripherals: Learn about design and UX best practices for using peripherals.