Support hand controllers for Oculus, Vive, Windows Mixed Reality, Daydream, GearVR, and more by adding VRController to your existing Three.js-based WebVR project.
Support hand controllers for Oculus, Vive, Windows Mixed Reality, Daydream, GearVR, and more by adding VRController to your existing Three.js-based WebVR project. VRController wraps the Web Gamepad API, handles gamepad browser quirks, emits a controller instance (an extended
THREE.Object3D) upon gamepad discovery, handles controller updates for position and orientation—including 3DOF rigs via the
OrientationArmModel—and watches for updates on axes and button states—emitting corresponding events on the controller instance. (Pretty great, right?!)
VRController includes explicit support for Oculus Rift + Touch, HTC Vive, Windows Mixed Reality motion controllers, Google Daydream, and has implicit support for Samsung GearVR and similar devices. Is your company developing new hand controllers? Send them my way and I’ll add support for it. 😉
VRController is compatible with Three.js r87 which is the first version to use the new
renderer.vrobject and was originally submitted to Three.js as pull request #10991 on Saturday, 11 March 2017. Note: that pull request is no longer maintained.
Already on a VR rig with a WebVR-capable browser? Just point your browser to https://stewdio.github.io/THREE.VRController/ to experience this code in action.
THREE.VRController.update()function call to your animation loop.
"vr controller connected"global event. This is how you will receive the controller object instance—which is an extended
THREE.Object3D. This means you can add it to your scene, attach meshes to it, and so on.
WebGLRendererinstance in Three.js r87 and above. This will look similar to:
controller.standingMatrix = renderer.vr.getStandingMatrix(). For 3DOF (seated) rigs you must provide a reference to the camera so the controller can use the headset’s live position and orientation to guess where it ought to be:
controller.head = camera. There’s no penalty for providing the controller instance with both
headproperties as we do in the example.
THREE.VRController.controllersobject. To get a snapshot of all controller data try
For security reasons you can’t run a WebVR experience by just dragging the
indexfile onto a browser tab. You have to run an actual server. The easiest way to do this on your own desktop machine is to start a simple Python server. Open up a command line prompt, navigate to wherever you’ve stored this code package, then type the following command depending on the version of Python you have installed.
python -m SimpleHTTPServer 8000
py -m http.server 8000
In your browser you can now navigate to http://localhost:8000/ to see the demo running locally. You can shutdown the local server by returning to the command line and hitting Control + C.
If you’re building WebVR experiences and targeting the WebVR build of Chromium you may want to read my Medium post about its quirky behavior and how VRController compensates for it: WebVR controllers and Chromium’s Gamepad API.
Looking for a more complex, fleshed out example of VRController in action? Play Space Rocks now at https://spacerocks.moar.io You can read more about it on Medium or check out the code repository. Look for VRController-related bits in
And for the full technical breakdown, including multi-channel haptic feedback, button handling, and attaching visuals to controllers, see Space Rocks—WebXR tech deep dive.