THREE.JS / WEBXR / INTERACTIVE CUBES

Point, select, and let go.

The pinned XR cubes example is a compact interaction loop: one target-ray controller launches a 200-cube field, the nearest ray hit glows red, and every cube damps and bounces inside a 6×6×6 room.

Initializing—

Preparing the WebGL2 room, controller ray, and cube field…

backend
—
cubes
—
room
—
controller
—
highlight
—
frames
0
boundary hits
0
XR
—
sample avg / p95
—
state
—

Derived from the pinned webxr_xr_cubes example. This route preserves the official WebGLRenderer, BoxLineGeometry, XRButton, XRControllerModelFactory, target-ray controller, select launch, nearest-ray highlight, damping, bounds, reset, sampling, and teardown seams. Desktop controls are a deterministic adapter; native headset poses/session negotiation, exact page pixels, device/backend matrices, and whole-example fidelity remain separate.