# WebVR "grab" playground example doesn't work on Oculus Quest

**URL:** <https://forum.babylonjs.com/t/webvr-grab-playground-example-doesnt-work-on-oculus-quest/14233>\
**Category:** Questions\
**Created:** [September 17, 2020, 2:04am UTC](https://forum.babylonjs.com/t/webvr-grab-playground-example-doesnt-work-on-oculus-quest/14233 "2020-09-17T02:04:45Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![owen](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/owen/32/9325_2.png) [@owen](https://forum.babylonjs.com/u/owen)\
**Post date:** [September 18, 2020, 7:44am UTC](https://forum.babylonjs.com/t/webvr-grab-playground-example-doesnt-work-on-oculus-quest/14233/4 "2020-09-18T07:44:37Z")

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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?

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