Manish Goregaokar

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I believe the specification does not prevent browsers from supporting this; this is an issue for implementors.

The specification supports accessing the gamepads directly via `navigator.getGamepads()`. As for the ability to get input sources: Input sources are only useful if you have reference spaces to compare them...

> I don't need anything other than the inputs What do you mean by "the inputs"? That's what I'm trying to get at here. > A little confused, isn't that...

> The inputs being Buttons 0-6, and the Axis controls on both controllers These are all exposed through the Gamepad API directly, yes? It sounds to me like the problem...

> In `immersive-vr` (and I assume `immersive-ar`) mode they are exposed as part of the `gamepad` object off of the `XRInputSource` objects. In `inline` mode the `gamepad` object is null....

Okay, I see. Yeah, that is not something the _spec_ can fix, that's an implementor concern (see https://github.com/immersive-web/webxr-gamepads-module/issues/19 for some prior discussion), and it's something we want to leave up...

What I'm trying to say is that it is already a possibility via the gamepads API. (In general I'm reluctant to add something to the spec unless implementors give a...

Ah, I think I understand now. There's an implicit assumption in your post that the reason that implementations do not currently expose XR gamepads via `getGamepads()` is because of the...

So I think the WebXR-side design for this is: - We allow inline sessions to request the `"gamepad"` feature - Input sources obtained this way have locked or null pose...

Yeah I think this is probably worth discussing. They are clearly not doing their job right now and we should either make them better or remove them.