Place every controller model at its source's grip pose for the current frame,
hiding it while the grip is untracked or the source has no grip space. Call once
per XR frame after updateXrInputPoses. The mesh's authored scaling is
preserved (only position + orientation are updated), so a meshFactory fully
controls the model's size. When profiles is enabled, real models are loaded in
the background and their buttons/trigger/thumbstick animate from gamepad state.
Place every controller model at its source's grip pose for the current frame, hiding it while the grip is untracked or the source has no grip space. Call once per XR frame after updateXrInputPoses. The mesh's authored scaling is preserved (only position + orientation are updated), so a
meshFactoryfully controls the model's size. Whenprofilesis enabled, real models are loaded in the background and their buttons/trigger/thumbstick animate from gamepad state.