I didn’t know about onPointerDown, thanks. I’m trying to play with it now but I’m not sure what I’m doing wrong: I tried assigning scene.onPointerDown to a function like so, to see what it returns:
scene.onPointerDown = (pointEvent, pickInfo, pointerEventTypes) => {
//added some logging here
}
I can get the callback to log some output when the trigger button is held down. However, after I use teleport once I no longer get log output despite squeezing the trigger. Am I setting this up wrong? Did the callback get removed?
Second question, I think the main trigger button is the wrong thing I want to observe for a “grab” gesture. Shouldn’t I want to observe the grip squeeze button (under middle finger) instead? And determine what eligible mesh is closest to the controller? For example to stack a small set of blocks on a table I just want to grip and let go of any block without first “picking” any block with a trigger button.
Are there any XR examples / playground that work for Oculus quest that have solved this stack blocks/throw blocks feature?