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Debugging Interactions

Updated: Oct 21, 2026
Interaction SDK provides visual debugging tools that help you check interaction state and hand input state while you run your Unity project on device. Use them to confirm tracking state, inspect interaction behavior, and spot setup issues without adding your own debug rendering.

Debug gizmos

DebugGizmos is a static API in the Oculus.Interaction namespace that draws points, lines, quads, wire cubes, and axes from scripts. It renders in Play mode and at edit time, including on device, so you can use it to check positions, directions, and volumes while you work in the Editor or test a build. In Play mode you call the draw methods every frame because segments render in LateUpdate and then clear. Built-in components such as RayInteractorDebugGizmos, PointableDebugGizmos, and the skeleton debug visuals (HandDebugGizmos, BodyDebugGizmos, and BodyPoseDebugGizmos, all built on SkeletonDebugGizmos) draw through DebugGizmos.
For details on the available draw methods and rendering behavior, see Debug Gizmos.

Hands debug overlay

The HandsDebugOverlay prefab is a head-locked overlay that shows live hand tracking, pinch, and microgesture state in Unity XR projects. You can use it on device to check whether tracking is present for the left and right hands, how pinch values change, and which microgestures are detected. It requires the Unity OpenXR Plugin and Unity XR Hands. It renders in front of the main camera.
To learn about setup and the displayed state, see Hands Debug Overlay.

Compare the tools

ToolWhat it showsWhen to use it
Lines, points, and axes from scripts, plus built-in interactor and skeleton visuals
When you need to visualize positions, directions, or interaction state in the Editor or on device
Per-hand tracking, pinch, and microgesture state in a head-locked view
When you need to confirm hand input state while testing on device

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