The playground with your head in it. Headphones, and a headset.
| trigger, on the panel | press the control the ray is on |
|---|---|
| trigger or grip, elsewhere | grab the source with the nearer hand and carry it |
| thumbstick X | slide the source left and right, relative to where you look |
| thumbstick Y | push the source away, or pull it in |
| grip and thumbstick Y | raise and lower the source |
| thumbstick Y, on the panel | scroll the menu |
| hands, no controller | pinch on the panel presses a control; pinch and hold near the source (or with the ray on it) carries it. The panel's move buttons stand in for the thumbstick. Hand joints are not drawn. |
| phone viewer, no controller | look at the menu: a dot marks where your gaze lands, and a tap on the screen (or the viewer's button) presses it. Nothing is drawn otherwise. |
An immersive-vr session feeds the engine your head pose every frame, so a source stays where it is in the room while you turn. That is the one thing the flat playground cannot show you.
A browser resumes an AudioContext only from a user gesture, so nothing can make a sound until you press a button. Put headphones on first: every scene is rendered for two ears.
checking for an immersive-vr device
Without WebXR the flat preview is all this page can offer, and the flat playground does the same thing with more scenes' worth of controls.
In the flat preview, drag in the view to orbit, the wheel to zoom, and drag the red marker to move the source.