Grab Interaction Best Practices
Updated: Nov 3, 2025
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.