Design

Haptics technology

Updated: May 5, 2026
This page covers the hardware that produces haptic feedback, how Quest devices have evolved across generations, and the tools you use to design and integrate haptic effects into your immersive experiences.

Haptic actuators

To create good and effective haptic feedback, it’s important to understand the capabilities and limitations of the hardware behind it. Actuators are the core component that turn electrical signals into touch sensations like vibrations or forces.
The quality of haptics depends heavily on how precise, fast, and efficient these actuators are. Over time, actuator technology has improved a lot, turning simple vibration alerts into complex, multi-layered feedback systems. Actuator evolution is particularly evident in devices like the Meta Quest, where enhanced actuators enable richer and more immersive touch experiences. From basic phone vibrations to detailed haptics in VR games, the technology has come a long way to make interactions feel more real and engaging.
Below are the most common types of haptic actuators.
Voice coil motor
VCM: Voice Coil Motor
A Voice Coil Motor (VCM) is an electromagnetic actuator that provides precise and controlled tactile feedback. It can create a wide range of sensations, from soft vibrations to sharp, clear impacts, thanks to its ability to operate across a broad frequency range. This makes VCMs very versatile and able to produce realistic haptic feedback that closely matches the intended touch experience.

VCMs are increasingly used instead of ERM and LRA actuators in devices where high-quality feedback matters, such as augmented reality (AR), virtual reality (VR), smartphones, and gaming controllers.
Linear resonant actuator
LRA: Linear Resonant Actuator
A Linear Resonant Actuator (LRA) produces vibrations mainly at a single resonant frequency. Unlike ERMs, LRAs can independently adjust vibration amplitude without changing frequency, allowing for more dynamic and detailed haptic effects.

LRAs are small and energy-efficient, making them ideal for compact devices. However, they usually do not create vibrations as strong as larger ERM actuators.
Eccentric rotating mass actuator
ERM: Eccentric Rotating Mass
An Eccentric Rotating Mass (ERM) actuator is a simple and affordable technology that creates vibrations by spinning an off-center weight. This spinning causes vibrations that users can feel.

ERMs are popular because they are easy to make and cost-effective, but they provide less precise and less detailed feedback compared to LRAs and VCMs. They are not as good at producing sharp impacts or complex touch sensations. ERMs are used in many older smartphones and are simple but not very precise.

Haptics on Meta Quest

The technology behind haptic feedback on Quest devices has evolved significantly across hardware generations, offering developers and users new creative opportunities for tactile interaction.
Meta Quest 2 uses LRAs, a type of actuator that operates at a fixed resonant frequency. While effective for delivering simple, timed vibrations, the fixed frequency nature means you have limited control over the nuances of the tactile experience.
With the introduction of Quest Pro and Quest 3, haptic hardware transitioned to Voice Coil Motors (VCMs). VCMs offer wide-band frequency control, enabling operation across a range of frequencies up to 500 Hz. This wide frequency range gives you the ability to craft more detailed and expressive tactile sensations.
VCMs unlock a host of creative possibilities that were not previously achievable with LRAs.
CapabilityQuest 2Quest ProQuest 3
 
Meta Quest 2 controller
Meta Quest Pro controller
Meta Quest 3 controller
Actuator
Narrowband LRA
Wideband VCM
Wideband VCM
Capabilities
Single frequency with amplitude control, simple signals
Frequency and amplitude control: sharp and precise clicks, complex signals
Frequency and amplitude control: sharp and precise clicks, complex signals
Use cases
Basic feedback: notifications, confirmation, event interactions
Basic and immersive feedback: navigation, character and environment interactions
Same as Quest Pro with slightly lower output intensity
Meta Haptics Studio provides hardware-agnostic haptic design. Custom haptic effects designed in Studio work best on Quest Pro, Quest 3, and up. The effects are backwards compatible with Quest 2.

Design and integration tools

Our tools and integration work seamlessly with all major game engines. Below are the relevant resources to help you get started.
A powerful tool designed for creators to effortlessly design and test high-quality haptic effects for Virtual Reality (VR) and Mixed Reality (MR) applications. Craft haptic experiences without needing any coding or programming expertise.
Documentation and resources for integrating haptic feedback into Unity projects.
Documentation and resources for integrating haptic feedback into Unreal projects.
Documentation and resources for integrating haptic feedback into native applications.

Meta Haptics Studio and Meta Haptics SDKs

Meta Haptics Studio and SDK
Meta Haptics Studio (Mac / Windows) is a desktop application and companion VR application that allows you to design and audition haptic feedback. Designs can be exported as haptic clips and played in an app using the Meta Haptics SDK (Unity and Unreal).

Key features and capabilities

  • Design and audition: Easily design haptic clips and audition them in real-time to ensure they match the desired outcome.
  • Export and integration: Seamlessly export haptic designs and integrate them into VR or MR applications using the Meta Haptics SDK.
  • Cross-device compatibility: Ensures that all haptic feedback is compatible across various Quest devices, simplifying the development process.

The process for using Meta Haptics Studio and the Haptics SDK

Author haptic clip in Haptics Studio. Export the .haptic clip. The SDK converts clips to vibration patterns. Vibration patterns are sent to the controller.
  1. Design your haptics easily using the visual editor. You can import audio files or create haptics from scratch with the Pen tool.
  2. Audition your work in real time using the VR Companion App on your headset. Any changes you make update instantly, letting you quickly refine your design.
  3. Export the final clip(s) in your desired file format to a project folder.
  4. Integrate the .haptic files into your application using the Haptics SDK.

Design approaches

When designing haptic experiences using Meta Haptics Studio, teams typically choose between two main approaches: Audio to Haptics and Freeform Haptics. Each method addresses different use cases and offers distinct advantages in terms of workflow speed, flexibility, and design precision.

01 Audio to Haptics

Audio to Haptics workflow diagram
Quickly generate haptic effects by converting existing audio files into haptic patterns. Upload your audio to Meta Haptics Studio, where the system analyzes and automatically renders a matching haptic pattern.
Advantages:
  • Fast workflow, minimal manual effort.
  • Haptic effects closely synchronized with audio.
  • Ideal for enhancing game experiences or sound-based cues.
Typical use cases: For complex designs where audio defines intricate haptic feedback.
  • Games and multimedia content with audio effects.
  • Notifications and alerts that are tied to audio effects.
Audio to Haptics editor view

02 Freeform Haptics

Freeform Haptics drawing tool
Design custom haptic patterns from scratch using a pen or vector tool. Create haptic effects by drawing envelopes in the haptics editor, allowing granular control over effect timing and intensity.
Advantages:
  • High precision and expressive flexibility.
  • Fast results for simple, short haptic effects.
  • Create quick and easy emphasis points.
  • Not constrained by existing audio; suitable for unique interactions.
Typical use cases: For less complex designs such as UI interactions or if there is no audio.
  • UI interactions (for example, button presses, toggle switches, menus, hover).
  • Standalone haptic sensations for accessibility or immersion.
Freeform Haptics editor view

Integrating haptics with the Meta Haptics SDK

The Haptics SDK provides a unified, high-level, media-based API for playing haptic clips authored in Haptics Studio on Quest controllers. The SDK detects the controller at runtime and optimizes the haptic pattern, maximizing the controller’s capabilities. This feature ensures haptic clips are both backward and forward compatible with Quest devices.

Next steps

More about haptics

Downloads

Developing experiences