Note: This documentation is for the old 0.7.0 version of A-Frame. Check out the documentation for the current 1.5.0 version
The tracked-controls component interfaces with tracked controllers. tracked-controls uses the Gamepad API to handle tracked controllers, and is abstracted by the hand-controls component as well as the vive-controls, oculus-touch-controls, windows-motion-controls, and daydream-controls components. This component elects the appropriate controller, applies pose to the entity, observes buttons state and emits appropriate events. For non-6DOF controllers such as daydream-controls, a primitive arm model is used to emulate positional data.
Note that due to recent browser-specific changes, Vive controllers may be returned by the Gamepad API with id values of either “OpenVR Gamepad” or “OpenVR Controller”, so using idPrefix for Vive / OpenVR controllers is recommended.
<a-entity tracked-controls="controller: 0; idPrefix: OpenVR"></a-entity>
|Whether the arm model is used for positional data if absent.
|Index of the controller in array returned by the Gamepad API.
|Selects the controller from the Gamepad API using exact match.
|Selects the controller from the Gamepad API using prefix match.
|Offset to add to model rotation.
|Head element for arm model if needed (if not active camera).
|Which hand to use, if arm model is needed. (left negates X)
|Any touch or press of a button fires this.
|Touch sensitive button touched.
|Touch sensitive button released.