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Custom Distance Grab Visuals

Updated: Apr 15, 2026
Interaction SDK includes default visuals for distance grab interactions in the form of a targeting beam driven by a Niagara particle system.
Distance Grab Visual
If you want to use a custom visual cue for distance grab interactions in your project, you can create your own Niagara particle system and set it to be used instead.

Specifying the Niagara System to Use

The Niagara particle system to use for distance grab visual cues is specified in the Distance Grab Niagara System property (Grab Interaction > InteractionSDK > Grabber > InteractionSDK > Distance Grab Niagara System) on each of the rig components in the Pawn: IsdkHandRigComponentLeft, IsdkControllerRigComponentLeft, IsdkHandRigComponentRight, IsdkControllerRigComponentRight.

User Properties Passed to Niagara

The following user parameters will be passed into the Niagara system each frame, enabling you to create an effect that is tailored to the interaction.
ParameterTypeDescription
User.GrabLocation
FVector
The location of the pointer pose
User.GrabVector
FVector
The direction the pointer pose is pointing
User.GrabTargetLocation
FVector
The location of the transform target of the grabbable
User.GrabTargetVector
FVector
A normalized vector representing the direction from User.GrabLocation to User.GrabTargetLocation
User.GrabbableLocation
FVector
The location of the grabbable detecting the distance grab
User.GrabbableVector
FVector
A normalized vector representing the direction from User.GrabLocation to User.GrabbableLocation
User.IsGrabbing
bool
True if the user is currently grabbing
User.IsGrabTargetValid
bool
True if the grab target is a non-null value (grabbables don’t necessarily have a valid grab target)
User.PinchStrength
float
A 0-1 value indicating the strength of the user’s pinch
User.IsPinching
bool
True if the user is grabbing with a pinch grab

Learn more

To learn more about distance grab interactions and related features, see the following guides:

Design guidelines

Design guidelines are Meta’s human interface standards and design frameworks that help you create safe, user-oriented, and retainable immersive and passthrough user experiences.

Hands

Core interactions

  • Input mappings: Understand how input mappings bridge modalities and interaction types.
  • Input hierarchy: Understand the input hierarchy.
  • Multimodality: Understand multimodality.
  • Ray casting: Understand indirect interaction through ray casting.
  • Touch: Understand direct interaction through touch.
  • Grab: Understand grab interactions for object manipulation.
  • Microgestures: Understand microgesture interactions.