In AR and VR games, input isn’t just a control scheme — it is the experience. AR/VR input systems must translate physical gestures, eye movements, voice commands, and controller interactions into seamless, intuitive in-game actions. At Kreonit, we engineer input systems for AR/VR games that eliminate friction, reduce motion sickness, and deliver the immersion that players expect from next-generation gaming.

Why AR/VR Input Design Is Different
Traditional gamepad input has 40 years of established conventions. AR/VR has none of that legacy — every interaction must be designed from first principles, tested against real human physiology, and validated for comfort over extended sessions. Poor input design in VR causes motion sickness, breaks immersion, and triggers negative reviews within the first 15 minutes of play.
- Hand tracking: Natural gesture recognition without controllers — the future of AR/VR interaction
- 6DOF controller mapping: Translating physical controller movements into precise in-game actions
- Eye tracking: Gaze-based interaction, foveated rendering triggers, and attention-aware UI
- Voice input: Natural language commands integrated with game state and narrative
What Our AR/VR Input Service Includes
Input Architecture Design
We design your complete input system architecture before writing a line of code — mapping every player intention to the optimal physical input, with fallbacks for different hardware configurations.
Hand & Gesture Tracking
Implementation of hand tracking APIs (Meta Hand Tracking, ARKit Hand Tracking, OpenXR) with custom gesture libraries tuned for your game’s specific interaction model.
Comfort & Locomotion Systems
We implement teleport locomotion, smooth movement with comfort options, snap turning, and vignette systems — reducing motion sickness while preserving gameplay feel.
Haptic Feedback Design
Precisely timed haptic patterns that reinforce in-game events — from the weight of a sword swing to the texture of terrain underfoot — using platform haptic APIs.
Multi-Platform Input Abstraction
A unified input layer that works across Meta Quest, PlayStation VR2, Valve Index, HTC Vive, and ARKit/ARCore — so your game adapts to hardware without branching codebases.

Implementation Process
| Phase | Activities | Outcome |
|---|---|---|
| Input Design | Interaction mapping, gesture vocabulary, comfort requirements | Input specification document |
| Prototype | Core interactions built and tested in headset | Validated interaction model |
| Platform Integration | SDK integration, hardware-specific tuning | Multi-platform input layer |
| Haptics | Haptic event design, platform API implementation | Full haptic feedback system |
| Comfort Testing | Extended play sessions, motion sickness assessment | Comfort-validated system |
| QA | Cross-hardware testing, edge case handling | Shippable input system |

Frequently Asked Questions
Which VR platforms do you support?
Meta Quest 2/3/Pro, PlayStation VR2, Valve Index, HTC Vive/Vive Pro, Pico 4, and Windows Mixed Reality — plus ARKit and ARCore for mobile AR. We design for OpenXR compliance to maximize future-proofing.
How do you address motion sickness?
We implement the full comfort toolkit: teleport locomotion options, comfort vignettes, reduced FoV during motion, snap turning, and stationary play modes. All comfort features are tested with real players over extended sessions.
Can you add VR support to an existing flat game?
Yes, though the scope varies significantly by game. We assess your existing codebase, identify the conversion path, and deliver a phased integration plan. Some games convert cleanly; others require more fundamental redesign of core interactions.
Do you handle hand tracking without controllers?
Yes. We implement full hand tracking using Meta’s Hand Tracking API and OpenXR extensions, with custom gesture recognition for your game’s specific interaction needs. Controller fallback is always maintained for accessibility.
Related Services
- Virtual Reality Character Animation — characters that respond naturally to your input system
- UI/UX Design for Games — spatial UI that complements your AR/VR interaction model
- Platform-Specific Optimization — ensure input systems hit required frame rates on every headset
- Backend Development — multiplayer infrastructure for social VR experiences
Your VR game is only as good as its controls. Contact Kreonit today and let’s build an input system that makes players forget they’re holding a controller. Get in touch →