@react-three/xr

React components and hooks for creating VR/AR applications with react-three-fiber


Keywords
xr, ar, vr, react, three, react-three-fiber, webxr
License
MIT
Install
npm install @react-three/xr@3.3.0

Documentation

@react-three/xr

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React components and hooks for creating VR/AR applications with @react-three/fiber

npm install @react-three/xr

Examples

These demos are real, you can click them! They contain the full code, too.

Getting started

The following adds a button to start your session and controllers inside an XR manager to prepare your scene for WebXR rendering and interaction.

import { VRButton, ARButton, XR, Controllers, Hands } from '@react-three/xr'
import { Canvas } from '@react-three/fiber'

function App() {
  return (
    <>
      <VRButton />
      <Canvas>
        <XR>
          <Controllers />
          <Hands />
          <mesh>
            <boxGeometry />
            <meshBasicMaterial color="blue" />
          </mesh>
        </XR>
      </Canvas>
    </>
  )
}

XRButton

<XRButton /> is an HTML <button /> that can be used to init and display info about your WebXR session. This is aliased by ARButton and VRButton with sensible session defaults.

<XRButton
  /* The type of `XRSession` to create */
  mode={'AR' | 'VR' | 'inline'}
  /**
   * `XRSession` configuration options
   * @see https://immersive-web.github.io/webxr/#feature-dependencies
   */
  sessionInit={{ optionalFeatures: ['local-floor', 'bounded-floor', 'hand-tracking', 'layers'] }}
  /** Whether this button should only enter an `XRSession`. Default is `false` */
  enterOnly={false}
  /** Whether this button should only exit an `XRSession`. Default is `false` */
  exitOnly={false}
>
  {/* Can accept regular DOM children and has an optional callback with the XR button status (unsupported, exited, entered) */}
  {(status) => `WebXR ${status}`}
</XRButton>

XR

<XR /> is a WebXR manager that configures your scene for XR rendering and interaction. This lives within a R3F <Canvas />.

<Canvas>
  <XR
    /**
     * Enables foveated rendering. Default is `0`
     * 0 = no foveation, full resolution
     * 1 = maximum foveation, the edges render at lower resolution
     */
    foveation={0}
    /** Type of WebXR reference space to use. Default is `local-space` */
    referenceSpace="local-space"
    /** Called as an XRSession is requested */
    onSessionStart={(event: XREvent<XRManagerEvent>) => ...}
    /** Called after an XRSession is terminated */
    onSessionEnd={(event: XREvent<XRManagerEvent>) => ...}
    /** Called when an XRSession is hidden or unfocused. */
    onVisibilityChange={(event: XREvent<XRSessionEvent>) => ...}
    /** Called when available inputsources change */
    onInputSourcesChange={(event: XREvent<XRSessionEvent>) => ...}
  >
    {/* All your regular react-three-fiber elements go here */}
  </XR>
</Canvas>

useXR

This hook gives you access to the current XRState configured by <XR />.

const {
  // An array of connected `XRController`
  controllers,
  // Whether the XR device is presenting in an XR session
  isPresenting,
  // Whether hand tracking inputs are active
  isHandTracking,
  // A THREE.Group representing the XR viewer or player
  player,
  // The active `XRSession`
  session,
  // `XRSession` foveation. This can be configured as `foveation` on ARCanvas or VRCanvas. Default is `0`
  foveation,
  // `XRSession` reference-space type. This can be configured as `referenceSpace` on ARCanvas or VRCanvas. Default is `local-floor`
  referenceSpace
} = useXR()

To subscribe to a specific key, useXR accepts a Zustand selector:

const player = useXR((state) => state.player)

Controllers

Controllers can be added with <Controllers /> for motion-controllers and/or <Hands /> for hand-tracking. These will activate whenever their respective input mode is enabled on-device and provide live models for a left and right XRController.

<Controllers
  /** Optional material props to pass to controllers' ray indicators */
  rayMaterial={{ color: 'blue' }}
  /** Whether to hide controllers' rays on blur. Default is `false` */
  hideRaysOnBlur={false}
/>
<Hands
  // Optional custom models per hand. Default is the Oculus hand model
  modelLeft="/model-left.glb"
  modelRight="/model-right.glb"
/>

useController

useController references an XRController by handedness, exposing position and orientation info.

const leftController = useController('left')
const rightController = useController('right')
const gazeController = useController('none')

XRController

XRController is an Object3D that represents an XRInputSource with the following properties:

index: number
controller: THREE.XRTargetRaySpace
grip: THREE.XRGripSpace
hand: THREE.XRHandSpace
inputSource: XRInputSource

Interactions

To interact with objects using controllers you can use <Interactive /> component or useInteraction hook. They allow adding controller event handlers to your objects.

Interactive

<Interactive /> wraps your objects and accepts XR controller event handlers as props. Supports select, hover, blur and squeeze events (see XR inputsources).

<Interactive
  /* Called when hovered by a controller */
  onHover={(event: XRInteractionEvent) => ...}
  /* Called when unhovered by a controller */
  onBlur={(event: XRInteractionEvent) => ...}
  /* Called on button press when selected by a controller */
  onSelectStart={(event: XRInteractionEvent) => ...}
  /* Called on button release when selected by a controller */
  onSelectEnd={(event: XRInteractionEvent) => ...}
  /* Called on button release when another interactive is selected by a controller */
  onSelectMissed={(event: XRInteractionEvent) => ...}
  /* Called when selected by a controller */
  onSelect={(event: XRInteractionEvent) => ...}
  /* Called on button press when squeezed by a controller */
  onSqueezeStart={(event: XRInteractionEvent) => ...}
  /* Called on button release when squeezed by a controller */
  onSqueezeEnd={(event: XRInteractionEvent) => ...}
  /* Called on button release when another interactive is squeezed by a controller */
  onSqueezeMissed={(event: XRInteractionEvent) => ...}
  /* Called when squeezed by a controller */
  onSqueeze={(event: XRInteractionEvent) => ...}
  /* Called when a controller moves over the object, equivalent to pointermove */
  onMove={(event: XRInteractionEvent) => ...}
>
  <Box />
</Interactive>

RayGrab

<RayGrab /> is a specialized <Interactive /> that can be grabbed and moved by controllers.

<RayGrab>
  <Box />
</RayGrab>

useInteraction

useInteraction subscribes an existing element to controller events.

The following interaction events are supported: onHover, onBlur, onSelect, onSelectEnd, onSelectStart, onSelectMissed, onSqueeze, onSqueezeEnd, onSqueezeStart, onSqueezeMissed, onMove.

const boxRef = useRef()
useInteraction(boxRef, 'onSelect', (event: XRInteractionEvent) => ...)

<Box ref={boxRef} />

useHitTest

Use this hook to perform a hit test for an AR environment. Also see XRHitTestResult.

useHitTest((hitMatrix: Matrix4, hit: XRHitTestResult) => {
  // use hitMatrix to position any object on the real life surface
  mesh.applyMatrix4(hitMatrix)
})

useXREvent

To handle controller events that are not bound to any object in the scene you can use useXREvent hook. This is a low-level abstraction that subscribes directly into the native XRInputSource (see XRInputSourceEvent).

useXREvent('squeeze', (event: XRControllerEvent) => ...)

It supports an optional third parameter with options for filtering by handedness.

useXREvent('squeeze', (event: XRControllerEvent) => ..., { handedness: 'left' | 'right' | 'none' })