tracked-controls
Note: This documentation is for the old 0.7.0 version of A-Frame. Check out the documentation for the current 1.6.0 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.
Example
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> |
Value
Property | Description | Default Value |
---|---|---|
armModel | Whether the arm model is used for positional data if absent. | true |
controller | Index of the controller in array returned by the Gamepad API. | 0 |
id | Selects the controller from the Gamepad API using exact match. | |
idPrefix | Selects the controller from the Gamepad API using prefix match. | |
rotationOffset | Offset to add to model rotation. | 0 |
headElement | Head element for arm model if needed (if not active camera). | |
hand | Which hand to use, if arm model is needed. (left negates X) | right |
Events
Event Name | Description |
---|---|
axismove | Axis changed. |
buttonchanged | Any touch or press of a button fires this. |
buttondown | Button pressed. |
buttonup | Button released. |
touchstart | Touch sensitive button touched. |
touchend | Touch sensitive button released. |
More Resources
- Gamepad API - W3C Gamepad API
- OpenVR - OpenVR Documentation