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Boilerplate code for running WebXR VR using Three.js, including pointer controls and helpful methods. Everything is included, even the Three.js libs.

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Three.js VR WebXR Boilerplate code

This project contain the bare minimum files required in order to get a WebXR VR scene up and running using Three.js. Everything is included, even the Three.js files.

The folder structure copies the folder structure of Three.js itself.

Requirements

How to Run

  • I recommend using the NPM http-server: https://www.npmjs.com/package/http-server
  • Run it with the command "http-server -S -C cert.pem" in the folder containing your code.
  • Open your WebXR-enabled browser and go to the URL shown in your console, adding "/index.html" to the end. You'll get warnings about it being a self-signed certificate.

How to Use

  • To move the camera (and controller) in code, change the position of the "dolly" object.
  • "intersectedObject" contains whatever object the user is pointing at. "intersectedPosition" contains the point where the selection is occurring.
  • There are methods called to add a floor and some floating cubes. Remove these method calls to start with an empty scene.

Credits

  • Based on the Three.js example code.

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Boilerplate code for running WebXR VR using Three.js, including pointer controls and helpful methods. Everything is included, even the Three.js libs.

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