WebXR (oculus controllers)

I got the answers in my previous question, but I’m still not quite sure how to get the assets of my oculus controllers.

RaananW Quote:

About the controllers - they are coming from a repository located online, which you can host yourself offline. If no controller is available, the genetic controller is initialized. And this is what you see.

Docs Quote:

Babylon.js natively supports this repository and currently uses it as the default model delivery method for XR controllers.
There is little to no action required on your end - this is automated when not changing the configuration.

As I understand it, babylon uses this repo to get controllers GitHub - immersive-web/webxr-input-profiles: WebXR Gamepad assets, source library, and schema.

I don’t really understand how I can host this repo locally. I did npm install for the three registry/ assets/motion-controllers packages and updated babylon to version ^ 5.0.0-alpha.48.

My package.json looks like this. What to do next with these modules, I still do not understand

"@babylonjs/core": "^5.0.0-alpha.48",
"@webxr-input-profiles/assets": "^1.0.9",
"@webxr-input-profiles/motion-controllers": "^1.0.0",
"@webxr-input-profiles/registry": "^1.0.1"

OK. I hurried up with the question. JCPalmer from my prev quest replied.
It was necessary to include babylon loaders. Everything worked