Most VR projects use only a fraction of the controller's haptic potential — around 10%. Strong tactile feedback is the difference between "holding" an object and "feeling" it. Proper intensity and pattern design can enhance presence more than many graphical improvements. Our team designs and integrates custom haptic systems for VR controllers (Meta Quest, Valve Index, Pico) using Unity, Unreal, and OpenXR. With extensive experience in VR development and more than 30 successful haptic integration projects, we deliver solutions that make interactions feel real. Get a consultation for your project.
How Haptics Work on Different Controllers
Meta Quest 2/3 and Touch Pro controllers use OVRInput.SetControllerVibration(frequency, amplitude, controller). Parameters: frequency from 0.0 to 1.0 (mapped to roughly 160–320 Hz), amplitude from 0.0 to 1.0. Touch Pro additionally supports TriggerHaptics via OVRInput.SetControllerHapticsState() — separate vibration in the trigger.
Valve Index controllers have the richest haptics. They support PCM haptics through the SteamVR Skeletal Input API: you can pass an array of samples for arbitrary waveform shapes. This allows simulating specific textures with 10x more precision than simple vibration on Quest. The developer defines the vibration shape as a float[] buffer.
Pico 4 — standard haptics via OpenXR xrApplyHapticFeedback with XrHapticVibration: frequency, amplitude, duration. No PCM, but precise control over duration in nanoseconds.
Comparative controller capabilities table:
| Controller |
Haptics Type |
Parameters |
Features |
| Meta Quest 2/3 |
OVRInput.SetControllerVibration |
frequency (0–1), amplitude (0–1) |
Basic vibration, no PCM |
| Touch Pro |
OVRInput.SetControllerVibration + TriggerHaptics |
same + separate trigger |
Additional trigger vibration |
| Valve Index |
PCM (SteamVR Skeletal Input) |
float[] samples |
Full waveform control, 10x precision |
| Pico 4 |
OpenXR xrApplyHapticFeedback |
frequency, amplitude, duration (ns) |
No PCM, precise duration control |
Which Haptic Patterns Are Used?
Simple vibration: OVRInput.SetControllerVibration(0.5f, 0.5f, OVRInput.Controller.RTouch) for 100 ms — baseline. Works for grabbing, button presses, impacts.
Ramping vibration with a coroutine:
IEnumerator HapticRamp(OVRInput.Controller controller, float duration) {
float elapsed = 0f;
while (elapsed < duration) {
float t = elapsed / duration;
OVRInput.SetControllerVibration(0.3f + t * 0.5f, t, controller);
elapsed += Time.deltaTime;
yield return null;
}
OVRInput.SetControllerVibration(0f, 0f, controller);
}
This creates a ramping shudder — for example, weapon charging or vibrating machinery.
Impact pattern with damping — simulates hitting a surface. First a short high-amplitude impulse (80 ms, amplitude 1.0), then several decaying echoes (60 ms → 40 ms with decreasing amplitude). Feels like a real impact.
Texture simulation: when moving the controller along a surface — vibration frequency and amplitude depend on velocity and material type. Rough surface: random noise in amplitude with 20 ms update rate. Smooth: low constant amplitude. Implement via Update() checking velocity with OVRInput.GetLocalControllerVelocity().
Texture haptics on Valve Index can simulate material accuracy up to 95%, while on Quest accuracy doesn't exceed 50%. This is critical for applications requiring realistic object interaction.
Why a Cross-Platform Approach Matters
For projects using OpenXR (Unity XR Interaction Toolkit), haptics go through XRBaseController.SendHapticImpulse(amplitude, duration). Limitation — no direct access to frequency. For frequency control we use UnityEngine.XR.HapticCapabilities and native bindings (Oculus XR Plugin or OpenXR Plugin with vendor extensions).
Important: haptics only work when the app has focus. Vibration automatically stops on focus loss. Code must account for this.
Step-by-Step Implementation of a Ramp Pattern
- Create a coroutine
HapticRamp with controller and duration parameters.
- Initialize
elapsed = 0f.
- In a loop, increase
elapsed by Time.deltaTime and compute t = elapsed / duration.
- Call
SetControllerVibration with smoothly increasing frequency and amplitude.
- After the loop, reset vibration to zero.
This pattern is suitable for simulating weapon charging or rising hum.
Typical Mistakes and How to Avoid Them
- Haptic spam: each contact generates vibration without throttling. Solution — HapticCooldown with an interval of 100–200 ms.
- Symmetry by default: both hands receive the same haptic. Require independent control via
OVRInput.Controller.LTouch / OVRInput.Controller.RTouch.
Our team developed the HapticCooldown library, which automatically prevents spam and manages hand independence. This reduces vibration motor load and saves battery.
What's Included in the Work
| Component |
Description |
| Documentation |
API specification, pattern descriptions |
| Platform configuration |
Step-by-step setup for Quest, Index, Pico |
| Testing |
Validation on 5+ devices, bug fixes |
| Support |
1 month of technical support after deployment |
Timeline Estimates
| Task |
Duration |
| Basic system (5–10 interaction types) |
2–4 working days |
| Extended system with patterns and TextureHaptics |
1–2 weeks |
| Cross-platform haptics layer |
2–3 weeks |
We guarantee quality and certified solutions. We will evaluate your project after analysis. Contact us for a detailed discussion.
VR and AR Development
When we first launch a project in a VR headset, most teams face the same thing: technically everything works, but in the headset either motion sickness occurs, or hands 'float' with a delay, or the scene looks jerky at the periphery. These are not bugs in the usual sense — they are a consequence of the fact that VR/AR development requires a different approach to render architecture, interaction, and UX from the very beginning of the project. Our experience: over 7 years in game dev, 15+ completed VR/AR projects for Meta Quest, SteamVR, PSVR2, HoloLens. We work with teams that need not just a prototype but a production‑ready application with a stable frame rate.
Platforms and SDKs
We work with all relevant stacks. We use OpenXR as the base layer wherever possible — it provides cross‑platform compatibility between Meta, Valve Index, HP Reverb and other PC VR devices. On top of OpenXR, we build on the XR Interaction Toolkit (Unity) or VR Expansion Plugin (Unreal). Contact us for a stack assessment tailored to your project.
| Platform |
SDK / Framework |
| Meta Quest 2/3/Pro |
Meta XR SDK, OpenXR |
| PC VR (SteamVR) |
SteamVR Plugin, OpenXR |
| PlayStation VR2 |
Sony PSVR2 SDK |
| HoloLens 2 |
Mixed Reality Toolkit (MRTK) |
| ARKit (iOS) |
AR Foundation + ARKit XR Plugin |
| ARCore (Android) |
AR Foundation + ARCore XR Plugin |
| WebXR |
Unity WebXR Export |
How to minimize motion sickness in VR locomotion?
Locomotion — the main source of motion sickness for inexperienced VR users. According to research, about 70% of users experience discomfort with improper movement settings Oculus Developer Guidelines. Teleportation — standard navigation method when smooth movement is undesirable.
Components from XR Interaction Toolkit: TeleportationArea, TeleportationAnchor, TeleportationProvider. Basic implementation works out of the box, but for production we refine it in four steps:
- Setting up
XRRayInteractor with a curved ray (Bend Ray) — the teleportation arc looks more natural than a straight ray and is perceived better by users.
- Adding a valid landing zone — a visual indicator changes color when hovering over an obstacle (red/green).
- Implementing fade transition — smooth screen fade (black fade) before teleportation reduces disorientation.
- Rotation snapping — after teleportation we offer snap rotation by 45° or 90° instead of smooth, reducing motion sickness risk.
For projects requiring smooth locomotion (action games, simulators), we use comfort settings: vignetting during movement, reducing FOV during acceleration. Settings are available to the user in the menu — different people have different sensitivity thresholds. The difference between kinematic and physics‑based movement: kinematic gives instant hand following but lets objects pass through walls; physics‑based via Joint provides realistic collisions but requires velocity damping and max joint force tuning. We choose based on the type of interaction.
How to make object grabbing in VR physically realistic?
This is the most underestimated part of VR development. Clients often perceive it as 'just hand animation', but in practice it is a complex system where physical correctness, responsiveness, and comfort conflict.
Grab (grabbing)
XR Interaction Toolkit provides three types of Interactable for grabbing:
-
XRGrabInteractable — standard grab, object follows controller via physics joint or direct position/rotation
-
XRSimpleInteractable — for objects without physical movement (buttons, levers)
- Custom Interactable by inheriting from
XRBaseInteractable
Attach Transform — a frequently ignored detail. Each Interactable must have a properly configured Attach Transform (the point where the hand 'attaches'). Without it, the pistol grip will be at the center of the mesh, not where it is held.
For weapons and tools with two‑handed grab — a separate TwoHandGrab system: leading hand determines position, the second — orientation. XR Interaction Toolkit supports this via XRTwoHandGrabInteractable or custom logic with two Attach Points.
Throw (throwing)
Velocity smoothing is critical for realistic throwing because the Rigidbody.velocity at the moment of controller release reflects instantaneous speed, often incorrect due to tracking discretization. The user makes a quick wrist movement — but the object flies half as fast.
Solution: velocity smoothing over the last N frames (typically 5–10 frames, ~80–160 ms at 60 Hz) before release. XR Interaction Toolkit does this via VelocityEstimator. Additionally, we apply a velocity scaling multiplier — a small speed increase (1.2–1.5×) makes throws subjectively more satisfying. Angular velocity (for objects that should spin in flight) is also averaged similarly.
AR: Plane Tracking and Environment Interaction
AR adds a different class of problems — working with real, unpredictable environment. AR Foundation — a cross‑platform layer on top of ARKit and ARCore. Most basic features (plane detection, raycasting, image tracking, face tracking) are available through a unified API.
Plane Detection
ARPlaneManager detects horizontal and vertical planes. Practical nuances:
- Initialization takes time — the user must look around the room while the system builds a map. An explicit onboarding with instruction 'slowly move the camera across surfaces' is needed.
- Planes are unstable — their boundaries and position are updated as data accumulates. Objects placed on a plane need to be attached via parent to ARPlane, not to world coordinates.
- Plane merging — two detected floor segments may merge into one, moving the anchor. For critical anchors, use
ARAnchor instead of direct attachment to the plane.
Image tracking (via ARTrackedImageManager) quality directly depends on the quality of reference images. Images with high detail frequency and contrasting edges (like a QR code but stylish) track more reliably than smooth logos. ARCore Geospatial API — for outdoor AR with real‑world coordinate binding (accuracy up to 10 cm in well‑mapped areas).
Optimization for VR: Frame Rate and Comfort
VR requires stable high frame rate. About 60% of development time in mobile VR goes to optimization, not functionality — retrofit costs twice as much as proper architecture from the first sprint.
| Device |
Target Hz |
Critical threshold |
| Meta Quest 2 |
72 / 90 Hz |
< 72 Hz — noticeable |
| Meta Quest 3 |
90 / 120 Hz |
< 90 Hz — noticeable |
| Valve Index |
90 / 120 / 144 Hz |
< 90 Hz — noticeable |
| PSVR2 |
90 / 120 Hz |
< 90 Hz — noticeable |
Single Pass Instanced Rendering
The main render optimization in VR. Without it, the scene is rendered twice (once per eye), doubling draw calls. Single Pass Instanced renders both eyes in one pass via instancing: geometry is processed once, the shader gets two view/projection matrices through GPU instancing. Enabled in Unity via XR Plug-in Management > Rendering Mode: Single Pass Instanced. Important: custom shaders must support SPI — standard URP/HDRP shaders support it, custom HLSL requires modifications (UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX and related macros). Applying this technique reduces draw calls by 40–50%, making it twice as efficient as naive double rendering.
Foveated Rendering
On Meta Quest, Fixed Foveated Rendering (FFR) is available — reducing resolution at the periphery where visual acuity is lower. Configured via OVRManager or Meta XR SDK:
OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High;
OVRManager.useDynamicFixedFoveatedRendering = true;
Dynamic FFR automatically increases the level when frame rate drops — more convenient than fixed in scenes with variable load.
IPD and Comfort Settings
IPD (Inter‑Pupillary Distance) — affects depth perception. At the programmable level on most devices, only reading IPD is available (OVRPlugin.GetSystemDisplayFrequency), physical adjustment is on the headset. For applications requiring precise positioning (medical simulators, training), we account for IPD in scene scale calculations.
Haptics
Haptic feedback — an underestimated tool. Even a simple vibration response when grabbing an object or hitting significantly increases the sense of presence. On average, integrating haptic patterns takes 30–80 hours per project.
XR Haptics via OpenXR:
var hapticImpulse = new UnityEngine.XR.HapticCapabilities();
InputDevice device = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
device.SendHapticImpulse(0, amplitude: 0.5f, duration: 0.1f);
For complex patterns (tactile 'texture' of a surface when touched, increasing vibration when drawing a bowstring) we use Meta Haptics Studio — allows designing haptic clips visually. This can reduce time spent on manual haptic tuning by about 30%.
What does VR/AR application development include?
When ordering a turnkey project, we provide the following deliverables:
- Architectural document with stack description, render logic, and interaction system
- Working prototype (MVP) for testing on target device
- Integration of necessary SDKs (Meta XR, OpenXR, AR Foundation, etc.)
- Optimization for target frequencies 72/90/120 Hz with draw call and FPS profiling
- Testing on physical hardware (Quest, SteamVR, HoloLens) with user involvement
- Full documentation for build, deployment, and support
- Training for the client's team (workshop on XR Toolkit)
- Warranty support for 1 month after delivery
What affects cost and timeline?
VR/AR projects are more expensive than regular games of similar scope. Iterations are slower — each fix must be tested in the headset, an emulator does not convey the real experience. Motion sickness forces reworking some conceptual decisions after the first playtest. Optimization takes a significant portion of time — for mobile VR (Quest) up to 60–70% of the cycle. For Quest projects, we start optimization from the first sprint. The cost of basic SDK integration (XR Interaction Toolkit) varies depending on the scope of custom Interactable. Typical budgets for a full Quest project range from $25,000 to $80,000 depending on complexity, number of custom interactions, and depth of optimization. Proper architectural planning from sprint one typically saves 40% on later rework compared to fixing performance bottlenecks retroactively.
Get a consultation on your project — we will assess the task, stack, and timelines. Order turnkey VR/AR application development with a guaranteed stable frame rate.