Hand Physics Lab was born from what hand tracking made possible for the first time.
"It opened that new way of interaction to basically every person owning a Quest," Küng says. "That was a big opportunity."
At the time, hand tracking was still early. But by supporting hands-first experiments, Meta helped give Holonautic a path to reach players.
"When Hand Physics Lab came out, hand tracking was still something early on," Küng says. "Meta was still willing to give the game a chance and put it on the Store relatively early. That helped us tremendously."
The team also points to how much the platform and tooling have improved over time.
"Hand tracking improved drastically over the years," Küng says. "That was really exciting to see. It allowed us to make a lot of things easier."
Most notably, v83 introduced
Hands 2.4 in late 2025, bringing faster hand acquisition and smoother motion tracking for high-speed interactions like fitness and rhythm games. The update also expanded locomotion options and throwing customization, giving developers more precision for physics-driven gameplay.
For Hand Physics Lab, that raw hand tracking data remained essential. Holonautic's interaction system stayed almost fully custom because the game depends on finger-level physics, precise intent detection, and highly opinionated interaction design.
One of the biggest improvements for Holonautic's workflow was Meta Horizon Link, which now lets developers test hand tracking iterations directly in the Unity Editor without creating a new build every time.
"The main tool that would have helped the early development of Hand Physics Lab would be the Meta Horizon Link tool," Küng says. "It allows you to directly and quickly test iterations inside the Unity Editor without requiring a new build every time."
That matters because early Hand Physics Lab development was built on fast experimentation, but the process was slow. The team was working with raw hand tracking data, building custom systems on top, and repeatedly testing in-headset to understand what was actually happening.
The team keeps an eye on the latest Interaction SDK and other tools from Meta, but for this project, deeper control was critical.
"We always keep an eye on the latest tools provided by Meta," Küng says. "But we usually like to implement the interaction systems ourselves to have deeper control and flexibility."
That said, Küng sees clear value in today's SDKs for many developers, especially teams that need to move quickly or do not need the same level of custom physics.
"For certain applications where it is more about what the application does, and you want to get to a product as fast as possible, those SDKs can save you months of development and fine-tuning," he says.
Platform tools like
Building Blocks, for example, enable developers to integrate pre-built interaction components in just a few clicks. For many teams, that can turn hand interaction development from a custom engineering challenge into a faster starting point.
Performance was another major part of the journey, especially on standalone hardware. For the first Quest release, Holonautic had to think through every detail to hit CPU and GPU targets. The main CPU bottleneck was physics: simulated finger bodies, interactable objects, constraints, and all the systems needed to make virtual hands feel physical without breaking the experience.
"This was a big challenge, especially for the first release on Quest," Küng says. "Every single detail had to be thought through to make sure we met the performance target on both the CPU and GPU."
To optimize, the team relied first on the Unity Profiler for early code work, then used Meta Metrics HUD inside builds for deeper optimization, especially GPU profiling.
The practical balance is clear: use platform tools where they accelerate the work, profile early and often on-device, and build custom systems only when the experience truly demands it. For Hand Physics Lab, that custom work was the point. For many developers building today, Meta's current tools can make the path much faster.