What problem does it solve?
WebXR input sources on Quest devices can be complex to manage: you need to handle controllers, hand tracking, and synchronization of input poses with 3D models. This Skill offers a consolidated guide to access XRInputSource data, handle per-frame updates, and render appropriate models.
Core Features & Use Cases
- Access and interpret XRInputSource properties (handedness, profiles, gamepad, gripSpace, and hand) to drive UI and interactions.
- Retrieve per-frame poses for targetRaySpace and gripSpace to drive raycasting and controller attachments.
- Integrate hand-tracking with XRHand joints and pose data to animate hands in the scene.
- Use Three.js factories (XRControllerModelFactory and XRHandModelFactory) to render controller and hand representations and handle input events (selectstart, selectend, squeezestart, squeezeend).
Quick Start
Connect the Three.js scene to WebXR input sources including controllers and hands.