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Description:

Changes proposed:
-This PR adds support for the meta-quest-touch-plus-v2 profile in the meta-touch-controls component.
-Currently, the Xbox Edition model files are not included, so the component will fall back to using the existing meta-quest-touch-plus models.
-The profile recognition logic is implemented and ready for use.

'meta-quest-touch-plus-v2': {
left: {
modelUrl: META_CONTROLLER_MODEL_BASE_URL + 'quest-touch-plus-v2-left.glb',
rayOrigin: { origin: {x: 0.0065, y: -0.0186, z: -0.05}, direction: {x: 0.1239, y: -0.5944, z: -0.7945} },
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Is there any reason the values for direction are truncated? I would expect it to be identical to the meta-quest-touch-plus bar the modelUrl.

@mrxz
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mrxz commented Aug 18, 2025

Thanks for the PR. Do you happen to have the Meta Quest 3S Xbox Edition controllers?

The profiles list for these should report meta-quest-touch-plus as their first fallback. So even without any changes, I'd expect them to show up in A-Frame just fine (without the Xbox branded models). While having the profile explicitly supported is nice, it should not point towards non-existing model files in the modelUrl.

The models can be found in the webxr-input-profiles repository: https://github.com/immersive-web/webxr-input-profiles/tree/main/packages/assets/profiles/meta-quest-touch-plus-v2
You can create a PR on aframevr/assets to add them.

Updated meta-quest-touch-plus-v2 to keep the same rayOrigin values as meta-quest-touch-plus (full precision kept, only modelUrl differs).
@mimosapudical
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Thanks for the PR. Do you happen to have the Meta Quest 3S Xbox Edition controllers?

The profiles list for these should report meta-quest-touch-plus as their first fallback. So even without any changes, I'd expect them to show up in A-Frame just fine (without the Xbox branded models). While having the profile explicitly supported is nice, it should not point towards non-existing model files in the modelUrl.

The models can be found in the webxr-input-profiles repository: https://github.com/immersive-web/webxr-input-profiles/tree/main/packages/assets/profiles/meta-quest-touch-plus-v2 You can create a PR on aframevr/assets to add them.

Thanks for the feedback! I don’t have the Meta Quest 3S Xbox Edition controllers, so I couldn’t test with the actual hardware. I have added explicit support for the meta-quest-touch-plus-v2 profile in the component without including the model files. The controller should still fall back to meta-quest-touch-plus and work in A-Frame. I have also created a separate PR on aframevr/assets to add the corresponding models from the webxr-input-profiles repository.

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2 participants