Gesture Recognition SDK · Spatial Computing

Your hands,
understood.

Prehension is a temporal gesture recognition SDK for Unity — static poses and dynamic motion sequences, recognized in real time on Meta Quest 3 and 3S.

Schedule a Demo
Flexible

Custom AI recognizes gestures across different people, hand types, and movement styles.

Offline

Gesture recognition works in real time, on-device, without the need for an internet connection.

Rapid Iteration

Rerecord gestures, train a new model, and experiment with new gestures in minutes, not days.

Supported hardware
Meta Quest 3 Meta Quest 3S
Built for

XR Studios

Add expressive gesture control to immersive games and interactive experiences.

Enterprise Training

Simulation and training applications that require natural, hands-free interaction.

AR/VR Developers

Teams building on Meta Quest who need more than basic hand presence.

FAQ

What's the difference between temporal gesture recognition and pose detection?

Pose detection identifies a static hand configuration at a single point in time — a thumbs-up, a pinch. Temporal gesture recognition tracks how the hand moves through a sequence of poses over time, enabling swipes, grabs, throws, and any gesture defined by motion. Prehension supports both.

How do I get access?

Prehension is currently in early access. Request a demo to discuss eligibility and timeline.

Does gesture recognition affect frame rate?

Our plugin has been tested and confirmed to run performantly during both development and deployment. GPU utilization at 72 Hz (Meta Quest's default) leaves headroom for higher frame rates.

Ready to add gesture intelligence?

Schedule a 30-minute demo and see what Prehension can do in your stack.

Press
Auganix Prehension Launches Gesture Recognition SDK for XR Developers
The Ghost Howls Prehension lets you easily implement gestures in your VR games
About

Prehension was founded by Alex Bertrand, who spent four years as Chief Software Officer at Manus — one of the leading companies in hand tracking hardware and software. That depth of hands-on experience with the hardest problems in gesture recognition shapes every design decision in the SDK.