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
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- cubes
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- room
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- controller
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- highlight
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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 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.