Design

Inputs and hit targets

Updated: Apr 19, 2026
Properly sized inputs and hit targets are essential for creating comfortable and accessible immersive experiences. In an immersive interface, users interact with elements using a variety of input methods—controllers, hand tracking, and gaze—each with different levels of precision. Interactive elements must be large enough and spaced appropriately to accommodate all of these input methods reliably.
Undersized or tightly packed hit targets lead to frustration, accidental activations, and a sense that the interface is fighting the user. A well-considered approach to inputs and hit targets serves to:
  • Ensure reliable interaction across all input methods
  • Reduce accidental activations and user frustration
  • Improve accessibility for users with varying motor abilities
  • Create a comfortable and confident interaction experience

Best practices

Below are our recommended practices for inputs and hit targets in an immersive experience.

Size hit targets for comfortable interaction

Comfortably-sized hit targets should be a minimum of 48dp x 48dp. This sizing allows enough space for a user’s finger and accounts for hand tracking movements. For all primary controls, maintain a minimum hit target of 60x60 dp to make them hand tracking accessible.
Hit targets with various sizing

Recommended minimum hit target sizes for interactive elements

Use invisible hit slop

For assets that don’t meet the minimum required size for hit targets, hit slop should be implemented. The primary example of a component that requires hit slop is the standard button shown below. Icons that are actionable also require hit slop.
Button with hit slop labeled

Invisible hit slop extends the interactive area beyond the visible element

Leave enough space between components

It’s important to consider not just the size of components, but also the space between components, as some small components will have invisible hit slop around them to supplement the hit target size. Ensure there is enough spacing so that adjacent hit targets don’t overlap and cause unintended interactions.
Example of spacing between components

Adequate spacing between components prevents overlapping hit targets

Size for hand tracking

Hand tracking has less precision than controllers. Use a minimum hit target of 60x60 dp for primary controls to ensure reliable interaction with hand tracking input.

Inputs and hit targets on Quest

Inputs and hit targets are rendered and processed differently on Quest headsets compared to traditional touchscreens. It is important to design and test them with the unique properties of the hardware in mind.

Test your hit targets on actual Quest hardware

It is critical to test your hit target sizes on an actual Quest headset. This is the only way to accurately see how they feel with controllers and hand tracking in the intended environment. Iterate on your sizing based on how interactions feel inside the headset.

Design for multiple input methods

Quest supports controllers, hand tracking, and gaze-based input. Each method has different precision characteristics. Design your hit targets to work reliably with the least precise input method your app supports to ensure a comfortable experience for all users.

Meta Horizon OS UI Set

For a consistent and predictable starting point, we recommend using the official Meta Horizon OS UI Set and its associated interactive components, which include properly sized hit targets and hit slop.

Implementation

Below are our recommended ways to implement inputs and hit targets in an immersive experience.

Resources

Design
Open the UI Set in Figma. Change themes for specific components or entire pages and customize elements to fit your design system.
Unity
Meta Interaction SDK: Customizable UI Set with multiple input modalities.

Interaction SDK overview: Poke, grab, and ray interaction input modalities.
Android and Meta Spatial SDK
See the UI Set documentation and the UI Set Sample on GitHub. Includes interactive components with properly sized hit targets.

Interaction SDK overview: Interaction input modalities for Spatial SDK.
Unreal
Interaction SDK overview: Interaction input modalities for Unreal.

Next steps

More guidance on style

Designing experiences

Explore more design guidelines and learn how to design great experiences for your app users: