ohh wow, it seems its totally different thing !!
I did this:
this is my addcamera function
function addCamera() {
const camera = new THREE.PerspectiveCamera(
90,
window.innerWidth / window.innerHeight,
0.1,
1000
)
camera.position.set(50, 100, 50)
camera.lookAt(0, 1, 15)
return camera
}
and I after I get camera from calling this function I addeded it into group and position it
camera = addCamera()
let group = new THREE.Group()
group.add(camera)
group.position.set(50, 100, 50)
scene.add(group)
the now it is rendering as this:
Which is as expected !!
Thank you so much !!
I am feeling kind of lost in webxr because for three.js, I was totally relied in your website but for webxr based on three.js there seems not such resource.
I don’t understand why positioning camera did not work but positioning group with camera as only child worked !!
and one morething, I don’t see my controller now in space which was visible when I was not doing correct, is it expected to be visible ?
because I have written code to create ray when button is pressed but now it is not even when button is pressed
Update:
After changing mesh scale size from 100 to 1 inside the loader by
_child.scale.set(1, 1, 1)
and removing camera position set
camera.position.set(50, 100, 50)
from the code, i don’t know if we need it
and positioning the group
let group = new THREE.Group()
group.add(camera)
group.position.set(0.5, 0.75, 0.5)
to 0.5, 0.75, 0.5
i can see this:
Thank you so muchbut they are not properly aligned !!
Do i have to do something so that they would be properly aligned with camera
I am on webxr emulator,
and controller is far when I move headset back
close when I move controller forward



