webxr-input-profiles
webxr-input-profiles copied to clipboard
WebXR Gamepad assets, source library, and schema
This is probably a small fix, but it's currently low priority as the issue can be worked around by refreshing the page.
In https://github.com/immersive-web/webxr/issues/997 we decided that hand input profiles by default would be select-only, and created [generic-hand-select](https://github.com/immersive-web/webxr-input-profiles/pull/170). We also discussed adding a way to opt in to overlapping squeeze behavior. There...
AR devices like the Hololens may expose hands as input sources instead of physical devices. Hands don't have buttons, though they'll still expose a select (and potentially a squeeze https://github.com/immersive-web/webxr/issues/876)...
Applications that want to work across a variety of devices likely want to handle XR select events, while also supporting additional inputs where available. To avoid duplicate events or colliding...
![image](https://user-images.githubusercontent.com/67011/76534957-77633700-647a-11ea-9e32-294671778f98.png) I was trying to add Oculus touch controllers to my (existing) THREEjs App. The models are loading fine with GLTF Loader. Also targetRaySpace seems to work fine. But still,...
**Profile id** magicleap-one **Describe the bug** No matching profile name found at fetchProfile (motion-controllers.module.js:94) Likely because the CDN download version 1.0.0 of motion-controllers module and Magic Leap asset was recently...
When implementing `targetRaySpace` and `gripSpace` in XRInputSource, I notice Oculus and OpenVR only provide a pose matrix for both controllers. I assume the pose matrix means `gripSpace` for most of...
Is it possible to add the dist folder to the .gitignore? When testing out this module I get hundreds of files changed locally. This is due to the use of...
The OpenXR implementation of WebXR in Chromium 81 currently reserves a menu button for each interaction profile. The buttons were chosen based on available menu buttons and the B-button for...
### What have I done? I have done a rough compression of some of the biggest assets combining a simple decompression from glb to gltf with texture extraction, compression of...