THREE.JS / WEBGPU XR + COLLISION

A room full of momentum.

The pinned XR-cubes example couples a 200-cube bounded physics loop to a 6×6×6 BoxLineGeometry room, XRController events, ray intersections, controller models, and WebGPU’s explicit WebGL2 fallback.

Initializing—

Preparing the WebGPU renderer, room, and controller seam…

backend
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cubes
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room
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controller
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pipeline
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frames
0
boundary hits
0
XR
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sample avg / p95
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state
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Derived from the pinned WebGPU XR cubes example. This route preserves the official WebGPURenderer, XRButton, XRControllerModelFactory, setupWebGLXRFallback, BoxLineGeometry, controller select/ray, 200-cube motion, boundary collision, direct-pipeline compatibility, reset, sampling, and teardown seams. Desktop synthetic events are not immersive-session proof; official page pixels, headset/device/compiler matrices, and whole-example fidelity remain separate. Use ?forceWebGL=1 for the explicit WebGL2 reference.