Enabling Xbox Adaptive Controller Input for the Meta Quest

July 2025 - September 2025
Image showing Enabling Xbox Adaptive Controller Input for the Meta Quest

Project Type

Hackathon

Software Used

Meta Quest

Languages Used

C++

Primary Role(s)

Programmer

Description

Traditionally, VR systems rely heavily on handheld motion controllers, which can be exclusionary for people with limited mobility or strength. The goal for our project was to bridge the gap between adaptive hardware and consumer VR headsets, creating a more inclusive space where everyone can participate in play, creativity, and connection.

At the core of this was VDXR (VirtualDesktop-OpenXR), an open-source framework that allows controller inputs to be simulated directly into the OpenXR standard. Instead of modifying the Meta Quest itself — a closed system — we use a PC-based approach to intercept and replace inputs at the software layer. This makes it possible to remap adaptive hardware like joysticks, switches, and pre-recorded motion playback into the VR input stack, unlocking capabilities such as head-gaze targeting, joystick-based locomotion, or replaying gestures for games like Beat Saber and Pistol Whip.

This project won the Inclusive Innovation Award at the Microsoft 2025 Hackathon.

a gif of Enabling Xbox Adaptive Controller Input for the Meta Quest