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    Hand Menu

    Makes a GameObject follow a tracked hand or motion controller with logic for setting visibility of the menu based on the palm orientation. This can be used, for example, to show a preferences menu when the user is looking at their palm.

    Property Description
    Hand Menu UI GameObject Child GameObject used to hold the hand menu UI. This is the transform that moves each frame.
    Menu Handedness Which hand should the menu anchor to.
    • None to make the menu not follow either hand. Effectively disables the hand menu.
    • Left to make the menu follow the left hand.
    • Right to make the menu follow the right hand.
    • Either to make the menu follow either hand, choosing the first hand that satisfies requirements.
    Hand Menu Up Direction Determines the up direction of the menu when the hand menu is looking at the camera.
    • World Up to use the global world up direction (Vector3.up).
    • Transform Up to use this GameObject's world up direction (Transform.up). Useful if this component is on a child GameObject of the XR Origin and the user can teleport to walls.
    • Camera Up to use the main camera up direction. The menu will stay oriented with the head when the user tilts their head left or right.
    Left Palm Anchor Anchor associated with the left palm pose for the hand.
    Left Offset Child Anchor Offset from the left palm anchor where the UI should sit.
    Right Palm Anchor Anchor associated with the right palm pose for the hand.
    Right Offset Child Anchor Offset from the right palm anchor where the UI should sit.
    Follow Speed Multiplier Multiplier for delta time used when computing position and rotation tweens for this hand menu.
    Min Follow Distance Minimum distance in meters from target before which tween starts.
    Max Follow Distance Maximum distance in meters from target before tween targets, when time threshold is reached.
    Min To Max Delay Seconds Time required to elapse before the max distance allowed goes from the min distance to the max.
    Hide Menu When Gaze Diverges If true, menu will hide when gaze to menu origin's divergence angle is above the threshold. In other words, the menu will only show if looking roughly in it's direction.
    Menu Visible Gaze Divergence Threshold Only show menu if gaze to menu origin's divergence angle is below this value.
    Menu Hide Gaze Divergence Threshold Buffer An angle, in degrees, that is subtracted from the gaze divergence angle to create the threshold used to trigger hiding the menu.
    Animate Menu Hide And Reveal Should the menu animate when it is revealed or hidden.
    Reveal Hide Animation Duration Duration of the reveal/hide animation in seconds.
    Hide Menu On Select Should the menu hide when a selection is made with the hand for which the menu is anchored to.
    Interaction Manager XR Interaction Manager used to determine if a hand is selecting. Will find one if not set. Used for Hide Menu On Select.
    Hand Tracking Follow Preset The Follow Preset Datum used to define how the hand menu performs while hands are being tracked.
    Controller Follow Preset The Follow Preset Datum used to define how the hand menu performs while controllers are being tracked.

    Follow Preset Datum

    Defines the configuration of a following behaviour for a hand or object. It determines how an object should follow the hand and includes specifications about local position and rotation, angle constraints, gaze snapping, and smoothing settings.

    Property Description
    Right Hand Local Position Local space anchor position for the right hand.
    Left Hand Local Position Local space anchor position for the left hand.
    Right Hand Local Rotation Local space anchor rotation for the right hand.
    Left Hand Local Rotation Local space anchor rotation for the left hand.
    Palm Reference Axis Reference axis equivalent used for comparisons with the user's gaze direction and the world up direction.
    Invert Axis For Right Hand Given that the default reference hand for menus is the left hand, it may be required to mirror the reference axis for the right hand.
    Require Palm Facing User Whether or not to check if the palm reference axis is facing the user.
    Palm Facing User Degree Angle Threshold The angle threshold in degrees to check if the palm reference axis is facing the user.
    Require Palm Facing Up Whether or not to check if the palm reference axis is facing up.
    Palm Facing Up Degree Angle Threshold The angle threshold in degrees to check if the palm reference axis is facing up.
    Hide Delay Seconds The amount of time in seconds to wait before hiding the following element after the hand is no longer tracked.
    Palm Facing User Hide Menu Angle Threshold Delta The additional threshold angle, in degrees, used as a buffer to hide the menu when the palm is facing the user.
    Palm Facing Up Hide Menu Angle Threshold Delta The additional threshold angle, in degrees, used as a buffer to hide the menu when the palm is facing up.
    Snap To Gaze Whether to snap the following element to the gaze direction.
    Snap To Gaze Angle Threshold The angle threshold in degrees to snap the following element to the gaze direction.
    Allow Smoothing Whether to allow smoothing of the following element position and rotation.
    Follow Lower Smoothing Value The lower bound of smoothing to apply.
    Follow Upper Smoothing Value The upper bound of smoothing to apply.
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