Gaze Grab Quick Action
Updated: Aug 20, 2026
Interaction SDK provides a Gaze Grab quick action utility, available at GameObject > Interaction SDK > Add Gaze Grab Interaction and from the right-click menu in the Hierarchy panel, to automate setting up objects within the scene to be grabbable via eye tracking and hands.
This simplifies the process of setting up gaze grab interactions in a scene. In this guide, you’ll learn how to use the quick action utility to make objects grabbable via eye tracking and hands.
How does the Gaze Grab Quick Action work?
Right-click an object in the Hierarchy panel and select Interaction SDK > Add Gaze Grab Interaction. The same item sits at GameObject > Interaction SDK > Add Gaze Grab Interaction in the main menu bar. A wizard appears that contains the settings and component options described in the following sections. Once configured, select Create and the quick action creates all necessary components and wires everything up to produce a gaze grabbable object.
The quick action collects the components it creates on a child GameObject named ISDK_GazeInteraction.
| Setting | Description |
|---|
Add Required Interactor(s) | The device types that gaze interactors are added for, if they are not already present. The options are Add To Hands, Add To Controllers, and Add To Controllers Driven Hands. An option appears only when the scene contains a rig that can accept it. Add To Hands is selected by default. |
Enable Ray Fallback | Enables a fallback path to a ray grab interaction, so the user can still grab the object with a ray cast from their hands when gaze tracking is unavailable. Enabled by default. When enabled and the object has no ray interactable, the quick action also runs the Ray Grab quick action to create one. |
A gaze grab interaction requires the following components on the object:
- a Target Transform, the transform that moves when the object is grabbed.
- a Rigidbody so the object’s position and orientation can be simulated.
- a Grabbable which receives the interaction events and moves the object. Any
IPointableElement can fill this field.
Each of these has a Fix button that adds the missing component.
A gaze grab interaction can also use the following:
- a Gaze Surface, an
ISurface used for hit testing the interaction. - a Gaze Collider, used for hit testing when no Gaze Surface is assigned. This field appears only while Gaze Surface is empty.
- a Movement Provider, an
IMovementProvider that determines how the object moves while selected. If you leave this empty, the quick action adds MoveFromTargetProvider. - a Source Mesh, a
MeshFilter that a gaze hover spotlight effect is painted onto.
Note: although Gaze Surface and Gaze Collider are both listed as optional, gaze hit testing needs one of them. If both are empty the wizard reports an error and Create stays disabled. Select Fix to generate a collider.