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Support hand controllers for Oculus, Vive, Windows Mixed Reality, Daydream, GearVR, and more by adding VRController to your existing Three.js-based WebVR project.

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Any interest in making this awesome tool available as an npm package?

I needed access to original `isPressed` boolean in order to fly around the scene with the mouse press. So I have to add this in order to expose it. ```...

Hello, I wanna first thank you for the hard work you have put in this project this is truly useful and contribute a lot to the development of VR. Anyway...

Just recently hit that issue: different browsers may report different number of buttons (and theoretically - axes) for the same controllers (even though the order of those, obviously, must be...

I upgraded threejs to r89, the controller will not work. May I ask you to see this issue? Thank you so much!

help wanted

Hey, great repo - any development with NOLO VR controllers? through SteamVR or standalone?

…llers are removed. The flow of the bug goes like this: . When the controller is connected, the gamepad object is saved at this.controller[x] . then when the controller is...

I know this is not specifically mentioned as supported, but I tried out the GearVR Controller with a GearVR and a Samsung S6. Trying the demo page on this project,...

When we rotate our head, we expect controller is static (like native application).

When you user a Daydream viewer with a controller, camera is on 0,0,0 perhaps is related with this three.js issue > https://github.com/mrdoob/three.js/issues/11619 ![screenshot_20170807-180327](https://user-images.githubusercontent.com/5744112/29035168-edc43762-7b9a-11e7-983d-6d335f61cf85.png)