SenseGlove has an integration with the 5G Streaming Platform QuarkXR, allowing one to run a high-end haptics simulation on a low-end device by offloading the computation to a Windows server.

On the Client (Standalone Headset) Side, tracking data is collected and sent to the Server-Side running a Unity Simulation. The simulation runs as though it was connected to the physical XR Hardware. After rendering, screen- and haptic data is sent back to the Client side.

Developing for QuarkXR + SenseGlove

The Client-Side for such an integration would be a custom compilation of the QuarkXR App, which is configured to connect to a Server set up for your project. Once connected, you operate the server as though you are running a Vive Pro or Valve Index, connected to SteamVR. You will launch your simulation from a SteamVR menu.

Because the simulation would be running on a virtual machine, a special version of the SenseGlove Back-End is required to communicate with our hardware. This version exchanges data over Sockets, as opposed to Bluetooth connections, and is currently only available as a custom version of our Unity Plugin.

While this custom Unity Plugin is not readily available to download, the main difference lies inside the SenseGlove back-end - Specifically the SGCoreCs.dll library in the “Plugins” folder. You can freely develop with the standard version of our Unity Plugin on a physical PC, and switch the .dll files once you are ready to deploy to the server-side.


Due to limitations of the current architecture, it is only possible to send data of up to two SenseGlove Devices to one server. A QuarkXR integration is therefore limited to a Singleplayer experience.

QuarkXR Integration



Android Only, up to two SenseGlove devices.

Windows + Unity3D Only.