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