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Meta Quest Touch Plus Controllers

Updated: Nov 10, 2025

Overview

The Meta Quest Touch Plus Controller has one new input axis: trigger force.

Key Components

New entries

The following are new entries in Axis1D enum:
PrimaryIndexTriggerForce = 0x1000,
SecondaryIndexTriggerForce  = 0x2000,
The following are new entries in RawAxis1D enum:
LIndexTriggerForce  = 0x1000,
RIndexTriggerForce = 0x2000,
For querying the controller state from input axes, see OVRInput Usage.
The following are new entries in the OVRPlugin.InteractionProfiles enum:
TouchPlus
Meta Quest Touch Plus supports index curl and slide from the Meta Quest Touch Pro controllers. For more information, see: Meta Quest Touch Pro Controllers.

Interaction Profile

The Meta Quest Touch Plus interaction profile is unique from other Meta Quest controller interaction profiles.
// returns the currently active interaction profile, usually the same as the connected hardware
// (TouchPlus with Meta Quest Touch Plus Controller connected)
OVRInput.GetCurrentInteractionProfile(OVRInput.Hand.HandLeft)

Trigger force

Querying the trigger force axis returns a floating point value, from 0.0 to 1.0. It expresses the amount of force being applied by the user to the trigger after it reaches the end of the range of travel:
  • 0 = no additional pressure applied
  • 1 = maximum detectable pressure applied.
// returns a float of the primary (typically the Left) index finger trigger force current state.
// (range of 0.0f to 1.0f)
OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTriggerForce);
// returns a float of the right index finger trigger force current state.
// (range of 0.0f to 1.0f)
OVRInput.Get(OVRInput.RawAxis1D.RIndexTriggerForce);

Haptic feedback

Meta Quest Touch Plus has a VCM (Voice Coil Motor) and supports the PCM haptics API. For more information, see Haptic Feedback.
Note: Meta Quest Touch Plus Controller do not support localized haptics like the Meta Quest Touch Pro.

Learn more

To learn more about using controllers in XR applications in Unity, see the following guides:

Design guidelines

  • Input modalities: Learn about the different input modalities.
  • Head: Learn about design and UX best practices for using a head input.
  • Hands: Learn about design and UX best practices for using hands.
  • Controllers: Learn about design and UX best practices for using controllers.
  • Voice: Learn about design and UX best practices for using voice.
  • Peripherals: Learn about design and UX best practices for using peripherals.
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