Skip to content

VR controls

Control Does
Grip Grab whatever your hand is near — an object, a plug, a cartridge
Trigger Click the menu, grab at a distance, drag a page
Thumbstick click (left) Open and close the spawn menu — or, pointed at an object, open its panel
Thumbstick Move, and turn

Let go of grip and the thing in your hand drops. Objects have weight — they fall, roll and knock each other over.

Point at an object across the room and use the trigger to grab it from where you stand, rather than walking over. The same ray clicks the menu panel.

Pointing at certain objects — a book, the DVD player, a machine with settings — and clicking the left thumbstick opens a small panel of options for that specific thing. It is the same press that opens the spawn menu: what you are pointing at decides which you get.

Locomotion is configurable in OPTIONS:

  • Slide or teleport movement.
  • Snap or smooth turning, with an adjustable snap angle.
  • A vignette that narrows your field of view while moving, which helps a great deal with comfort.
  • Height offset and world scale, so the room fits you.

You can play with controller models shown, or with hands. The finger poses follow what you are doing — a pointing finger when you point, a fist on grip.

On Meta Quest Touch controllers, v0.4.0 reads the controllers’ capacitive sensors, so your fingers sit where they actually are on the controller rather than snapping between a few canned poses. A finger lifted off a button is a finger lifted off a button.

Poking now happens at your index fingertip, not from a cone off the front of the controller. Everything you press with a finger — the NES flap, the Wii Remote’s SYNC button, the DualShock’s ANALOG button — is reached from where the finger really is.

Haptics fire on the things you would expect: seating a plug, pressing a button on a deck, completing a page turn.

There is a full mouse-and-keyboard fallback — see desktop controls.