Disable if you don't want this script to modify the object's visibility
If enabled the object will be hidden when the configured controller or hand is not available
If disabled this script will not modify the object's visibility
true
should it follow controllers (the physics controller)
true
the object this component is attached to. Note that this is a threejs Object3D with some additional features
the unique identifier for this component
should it follow hands (when using hand tracking in WebXR)
false
when enabled the position, rotation and scale of this object will be set to the position it was at when it entered the XR session
true
Should this object follow a right hand/controller or left hand/controller. When a number is provided, the controller with that index is followed.
"none"
Optional
sourceholds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)
when true it will use the grip space, otherwise the ray space
false
true if the object is enabled and active in the hierarchy
true if this component was destroyed (this.destroy()
) or the whole object this component was part of
the layer of the gameObject this component is attached to
the name of the gameObject this component is attached to
shorthand for this.context.scene
the scene of the context
Is the gameObject marked as static
the tag of the gameObject this component is attached to
Optional
init: Partial<NoInternalNeedleEngineState<FilterStartingWith<FilterTypes<XRControllerFollow, Function>, "_">>>Optional
earlyOptional
lateOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onXRControllerCallback when a controller is connected/added while in a XR session
OR when the component joins a running XR session that has already connected controllers
OR when the component becomes active during a running XR session that has already connected controllers
Optional
onXRControllerOptional
resolveOptional
startstarts a coroutine (javascript generator function)yield
will wait for the next frame:
yield WaitForSeconds(1)
to wait for 1 second.yield WaitForFrames(10)
to wait for 10 frames.yield new Promise(...)
to wait for a promise to resolve.generator function to start
event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update
will be called after regular component update()
methods)
the generator function (use it to stop the coroutine with stopCoroutine
)
onEnable() { this.startCoroutine(this.myCoroutine()); }
private *myCoroutine() {
while(this.activeAndEnabled) {
console.log("Hello World", this.context.time.frame);
// wait for 5 frames
for(let i = 0; i < 5; i++) yield;
}
}
Stop a coroutine that was previously started with startCoroutine
the routine to be stopped
the frame event to unregister the routine from (default: FrameEvent.Update)
Optional
supportsXROptional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
Optional
updateGenerated using TypeDoc
Add this script to an object and set
side
to make the object follow a specific controller